M.U.G.E.N Central => FullGame development => Famicom Fighters => Topic started by: KingPepe2010 on May 26, 2013, 09:08:14 pm
Title: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on May 26, 2013, 09:08:14 pm
NOTE: IF YOU WANT TO SUGGEST CHARACTERS, READ THE GUIDELINES HERE AND CHECK THE TOPIC TO MAKE SURE THE CHARACTER YOU'RE REQUESTING HASN'T BEEN MENTIONED BEFORE (http://mugenguild.com/forum/msg.1771178) Well, here's a project me and a couple of other guys have been working on. For those that don't know or remember me, I originally made a few NES characters for MUGEN a while back such as Hammer Bro, Urban Champion and Donkey Kong Jr. (although the characters here are much better than those) This pretty much takes it to another level. As you could probably tell from the title, it involves various Famicom/NES characters fighting one another. In terms of characters, they range in obscurity, genre and licensing.
This game is still in early development and I'll be honest, some of the stuff like the menus don't look too great at the moment. The controls kind of follow the NES controller's. A (B in MUGEN) - Light Punch (Press A again for another hit (does not apply to all characters), hold forward and press A for Hard Punch) B (A in MUGEN) - Light Kick (Press B again for another hit (does not apply to all characters), hold forward and press B for Hard Kick) Select (Z in MUGEN) - Action (Holding down or no direction summons a helper, holding backwards or forwards will grab the opponent. Pressing it at the beginning of a throw allows you to tech it) Start - Pause A + B - Power Charge A + B + Select - Taunt
Latest build: MUGEN version (https://www.dropbox.com/s/ynh6i4e4l6kdbk3/Famicom%20Fighters%20-%209-6-2018.zip?dl=0) IKEMEN version (https://www.dropbox.com/s/3vwoy5ifo8a3bw4/Famicom%20Fighters%20%28IKEMEN%29%209-6-2018.zip?dl=0) Standalone character pack (Urban Champion, Thonolan, Star Man) (https://www.dropbox.com/s/2v6c6y4lamskexm/Standalone%20FCF%20Character%20Pack%20%289-6-2018%29.zip?dl=0)
Discord Server: https://discord.gg/XUUWb46
Title: Re: Famicom Fighters
Post by: Noside on May 26, 2013, 09:14:30 pm
This is truly awesome! i love it! only NES veterans can understand this. :2thumbsup:
Title: Re: Famicom Fighters
Post by: adriano gt on May 26, 2013, 10:43:15 pm
classic and epic
Title: Re: Famicom Fighters
Post by: Renegade 128k on May 27, 2013, 10:56:31 pm
Just tested it and its great so far,cant wait to see whos next in your roster.Bayou Billy perhaps (my Fave as a kid) or Fester from Festers Quest or Link? LOL :dadadadaa:
Title: Re: Famicom Fighters
Post by: Koju-kun on May 27, 2013, 11:48:03 pm
Billy & Jimmy Lee is who I'm rooting for now. Especially after seeing Karate Champ.
Title: Re: Famicom Fighters
Post by: Noside on May 27, 2013, 11:50:36 pm
Hey how about Rygar or Jason from Blaster Master. :3
Title: Re: Famicom Fighters
Post by: Magma MK-II on May 28, 2013, 03:30:58 am
I bet you'll only use characters from sidescrollers, no?
Some suggestions:
* Lololo * Kid Dracula * Pimple * Nathan Spencer * Bomberman * Bill Rizer * Goemon * Getsu Fuuma * Firebrand * Jackie Chan * Kirby * Mega Man * Ryu Hayabusa * Spy * Strider Hiryu * Konami Man * The Noid
Title: Re: Famicom Fighters
Post by: Basara Lapis on May 28, 2013, 03:42:21 am
(http://yeeeeeeeeeeeeeees.com/yes.jpg) OMG, always I wanted to see something like this in MUGEN, I'll totally wait for this fullgame :swoon:
Spoiler, click to toggle visibilty
I made a few NES chars like Thomas and Mr.X from Kung Fu Master and Tetris, maybe can work for your game ;)
Title: Re: Famicom Fighters
Post by: KingPepe2010 on May 28, 2013, 06:48:31 pm
Just tested it and its great so far,cant wait to see whos next in your roster.Bayou Billy perhaps (my Fave as a kid) or Fester from Festers Quest or Link? LOL :dadadadaa: Bayou Billy (Has a decent chance of making it in, going to need another Konami representative Fester (Will not get in) Link (Is already Mario's helper)
Hey how about Rygar or Jason from Blaster Master. :3 Rygar (Maybe, there's another Tecmo representative that I have in mind so depending on that, Rygar may or may not get in) Jason (I want to get someone from Sunsoft in but I'll have to figure out how he will play)
I bet you'll only use characters from sidescrollers, no? It won't be just character from sidescrollers. Some suggestions:
* Lololo Very unlikely, will probably be a helper * Kid Dracula Unlikely...although I might have an idea for one of Simon's helpers now. * Pimple Not sure, his brother Rash is more likely to be in however * Nathan Spencer Very likely * Bomberman Also very likely but needs his sprites to be redrawn * Bill Rizer ...maybe. Given what he has, coming up with a move set will be hard and he might end up becoming a helper. * Goemon Good chance of getting in, having a Japanese-exclusive character for Konami would be good * Getsu Fuuma Will most likely be a helper at this point, Simon already has an alt. palette based off of him * Firebrand Will most likely be a helper. * Jackie Chan Not getting in. * Kirby Is already Mario's helper * Mega Man ...well, might as well blow the secret. He's the next one to be in. * Ryu Hayabusa This was the Tecmo representative I had in mind originally, very likely to be in. * Spy If you're referring to Spy vs Spy, won't get in. * Strider Hiryu Oh man, how did I forget this guy? He might get in. * Konami Man Forgot him too. Coming up with a move set for him should be interesting... * The Noid Not getting in.
I made a few NES chars like Thomas and Mr.X from Kung Fu Master and Tetris, maybe can work for your game ;) Thomas is VERY likely to be in. I won't use your character but I could definitely use some elements from yours. Mr. X and Tetris on the other hand won't be in.
Ok, for those wondering why certain characters got rejected or why they're most likely to be a helper, here's what qualifies whether they get in or not:
Main Protagonist - If they were the protagonist of the first game of their series, they're eligible. Exceptions to this:
Donkey Kong Series - Mario is already in so someone else would need to take his place for the series. (either Donkey Kong, Donkey Kong Jr. or Stanley)
Bootleg Games - It's possible another Mario character could get in but only if their appearance is due to a bootleg game. (EX: Kart Fighter)
No Obvious Protagonist - At this point, it would just go by the most popular character or the one that could deliver the most unique play style.
Originality - If they didn't derive from another media source, they're eligible. The only exceptions are those whose games were disconnected from their original source material elsewhere. (EX: Shatterhand and Kung Fu)
Size - I'm trying to avoid having really small characters for this game. If the character's sprite is too small, they need to redrawn. However, some characters may not look right when resized which will end up keeping them away from being a playable character (but can still be a helper). Examples of this is Kirby and Lolo where if they were made to be big as Mario height-wise, they would be too large in terms of width and it just looks odd.
Helpers - The way the helpers work is like this: One helper from the game and two others from the same games/series/publisher. Helpers that do come from another game have to follow the same rules above this. (not counting the size rule) If the character can't get 3 helpers easily, they can't get in.
Moveset - This is were most of the characters will miss the chance of getting in, sadly. Here are the guidelines:
Obviously, I need to create a decent moveset for them that works in a fighting game and this is kind of hard. A majority of NES games are sidescrollers and some of them are quite projectile-heavy. Of course, I can always make new moves and play around with ideas if I have to but I can't stray too far away from how the character is or how their game was like. (EX: I can easily get away with this in Urban Champion despite what he can only do in his game. The fact he is a brawler leads to so many possible moves I could make up and not stray away from what he is) If I'm unable to give a character a decent move set, they can't get in.
I'm trying not to make any clones for this game so if the character doesn't have a unique play style I can come up with, they will not make it in. (EX: Hayate from Shadow of the Ninja won't make it in if Ryu Hayabasa is in since they would end up playing similarly.
I'm not including absurd/weird characters such as Tetris. It kind of falls under the first thing I said about being able to make a moveset for them. Even bad characters like Apollo from the Cheetahmen (if he does get in) will be taken seriously.
In terms of move sets, I'm only sticking with what's on the console. Nothing from future or past games will be used. Also, don't expect characters to play like they did if they appeared in a later fighting game. (Mario doesn't play like he did in SSB, Mega Man won't be like how he is in the Vs. Series and if they do make it in, Karnov won't be like how he is in Fighter's History and the Ikari Warriors won't be anything like their KOF selves. ) This is actually one of the reasons why Link didn't get in. He would be too similar to his SSB self if he used the tools he had available to him. References are fine though if they're not directly related to the character. (one of Simon's moves might seem a bit familiar to a certain Belmont's skill...)
I'm staying away from anyone that heavily relies on weapons to fight. Weapons used in specials and supers is fine but the use of them for every single move is not allowed. There are some exceptions (heck, Simon sounds like he shouldn't be in because of this) but if it's possible to make then punch and kick without it seeming so odd, it's fine. This was another reason why Link didn't get in. Without his sword, it wouldn't seem right to have him fight like that
Representation - I'm trying to get characters from games we loved, we hated, were Japanese-exclusive, were American-exclusive and even bootleg games from all different publishers. (Nintendo will probably have the most representation, Capcom and Konami would only get about 3 or 4 characters, Hudson Soft would get 1 or 2, etc.) There's more emphasis on the "classics" with this roster so in terms of the other categories, it'll be kind of limited. (each publisher are allowed only one Japanese-exclusive character) This also means a popular character is more likely to be in. (hence, why Rygar may or may not get in) Characters who represent something specific about the NES/Famicom will also get in as well. (like a FDS represenative...no Disk-Kun probably won't be a character) Also I guess this won't be much of a surprise but females have a higher chance of getting in than males. (you can probably guess which games and characters I have in mind now)
Also, I'm currently looking for someone who is willing to do graphics (fighters and/or portraits, the portraits now are really just placeholders) and animation. The graphics artist we had has been extremely busy lately and even though I can do animation, doing that with programming is really slow for something like this and even then, I don't feel like animating all the time. For anyone doing the fighters, their sprites must fall under 2 palettes (6 colors) not including any projectiles, helpers, etc. The animation needs to be smooth (not like every pixel moves in every frame but unless it's for a throwback to the original game, I don't want any of that choppy, simple animation) It would be great if I could have another hand in this game.
Title: Re: Famicom Fighters
Post by: Noside on May 28, 2013, 07:27:57 pm
Whoops! forgot to suggest Ryuhi from Hiryu No Ken, and i totally agree with Magma Dragoon, Rad Spencer has to make it in this game pleeease! :suttrox:
Title: Re: Famicom Fighters
Post by: Koju-kun on May 28, 2013, 08:23:52 pm
^100% agree^ Also, how do you feel about some of the anime games that were released on the Famicon? (Dragon Ball Z Gaiden: Saiyajin Zetsumetsu Keikaku)
Title: Re: Famicom Fighters
Post by: Synck on May 28, 2013, 08:53:51 pm
my sugestions: -some bootleg characters from bootleg games it can be awesome -TMNT characters (but from arcade games not fighting game) enough to say :P
Title: Re: Famicom Fighters
Post by: KingPepe2010 on May 28, 2013, 09:12:54 pm
my sugestions: -some bootleg characters from bootleg games it can be awesome -TMNT characters (but from arcade games not fighting game) enough to say :P
Well I've already mentioned some bootleg characters will be in. Anyone from the TMNT games will not be in at all as stated in my character guidelines.
Title: Re: Famicom Fighters
Post by: Synck on May 28, 2013, 09:35:36 pm
Quote
Well I've already mentioned some bootleg characters will be in.
yeah nice! :D
Title: Re: Famicom Fighters
Post by: Prototype God on May 28, 2013, 10:00:05 pm
So far, so good, but I'd suggest having villains as playable characters. Sometimes we remember a game because of its villain not its hero :p. Also: I recommend Ken/Kevin from street fighter 2010 and Black Mage from Final Fantasy! And, from what i've played, zelda 2 link should be a regular character, and he wouldn't be like smash Link. Im pretty sure zelda 2 link uses magic instead of his regular items. He could be a slow and heavy hitter. His helper could be zelda? dark/shadow link? maybe ganon?
Title: Re: Famicom Fighters
Post by: XANDERAC on May 28, 2013, 11:16:19 pm
Some of the characters from Crash N The Boys/River City Ransom, Star man from NES's Pro Wrestling, batman from the NES games, one of the guys from Battletoads, or the characters from Yie Ar Kung Fu.
Why is it that you don't want to use the ninja turtles though? They even had a port of Tournament Fighters for NES which would make it fairly easy to convert any of them.
So far, so good, but I'd suggest having villains as playable characters. Sometimes we remember a game because of its villain not its hero :p. Also: I recommend Ken/Kevin from street fighter 2010 and Black Mage from Final Fantasy! And, from what i've played, zelda 2 link should be a regular character, and he wouldn't be like smash Link. Im pretty sure zelda 2 link uses magic instead of his regular items. He could be a slow and heavy hitter. His helper could be zelda? dark/shadow link? maybe ganon?
Eh, not too sure on villains yet. If they do get in, they probably won't be playable. Ken/Kevin might get in, I'll have to figure out which Capcom characters are in and which ones aren't. I was thinking of either including the Black Mage or the Thief in the game to represent Final Fantasy. For Link, I'll check over his spells but that still doesn't help with the sword problem.
Some of the characters from Crash N The Boys/River City Ransom, Star man from NES's Pro Wrestling, batman from the NES games, one of the guys from Battletoads, or the characters from Yie Ar Kung Fu.
Why is it that you don't want to use the ninja turtles though? They even had a port of Tournament Fighters for NES which would make it fairly easy to convert any of them.
Alex has a high chance of getting him but if he does, I'm using his Japanese self Kunio-Kun since that was Technos's mascot and he did appear in all of those games. Star Man's another likely candidate and I already stated one of the Battletoads might get in. Oolong from Yie Ar Kung Fu could be interesting, I'll see what I can do with him. The TMNT are excluded pretty much because I want to stick to using the original game characters for this in all honesty and yeah, that kind of means Batman isn't getting in either. (I was aware their fighting game existed...which is why I took sounds from it actually :P)
After messing with the build for a bit, somehow another mario appeared on screen. I think its from a helper, but it has happened to me twice so far.
Did you download the helper bug fix? If you did, could you try replicating that and tell me what occurred?
Title: Re: Famicom Fighters
Post by: Prototype God on May 29, 2013, 01:21:16 am
Oh, wasn't aware there was a helper bug fix lol. But I'll tell u how i replicated the glitch anyway: i believe when Fireball Luigi is summoned, u hit him when hes in midair or right when he lands, and he turns into a clone of mario.
Eh, link's range in zelda 2 was somewhat puny. His small sword won't give him much of an advantage. Plus, there's many ways to balance out that slight distance advantage.
Another good ff character that could replace black mage is Maria from Final Fantasy II/2.
Title: Re: Famicom Fighters
Post by: Noside on May 29, 2013, 03:17:31 am
I came up with other suggestions hehe! ;P
*Rick from Flying Dragons, transformed (This game is a Hiryu No Ken hybrid between 2 and 3) *Batman from Batman Returns or Return of the Joker. *Victar from Demon Sword. *Bang from Clash at Demon Head. *Chin and Ranzou from Double Dragon III. *Orin the Falconer from 8 Eyes. *Astyanax *Kuros from Wizards and Warriors (This a you must! pleeeease!) *Samus from Metroid. *Bart from Prisoners of War. *Rambo. *The Knight from Swordmaster. *Daniel San from Karate Kid (LOL) *Black Manta from Wrath of the Black Manta. *Gundam from Great Battle Cyber. *Rangers from Kyouruu Sentai Juuranger. *Seiya from Saint Seiya 2 Famicom. *Captain Planet. *Kid Icarus. *Little Nemo the Dream Master. *Vampire and The Monster from Monster in my Pocket. *Mark from Monster Party. *Prince of Persia. *George and Lizzy from Rampage. *Blade and Striker from Bad Dudes. *Duke Davis from Bad Street Brawler. *Fighter from Bao Qing Tian. *Fighters from Choujin Sentai Jetman. *Thonolan from Kickmaster. *Steve Hermann from Shatterhand. *Warwolf from Werewolf: The Last Warrior. *Fighters from Best of the Best: Championship Karate. *Fighter from Fighting Road (Famicom) NOTE: you have a wide variety of techniques and attacks at your disposal to use. *A good variety of fighters to choose from Hiryuu no Ken Special - Fighting Wars (Famicom). *Karateka from Karate Champ. *Karateka from Track and Field II. *Fighter from Yie Ar Kung-Fu. *Robocop.
Well that's all for now. =3
Title: Re: Famicom Fighters
Post by: KingPepe2010 on May 29, 2013, 04:47:01 am
Oh, wasn't aware there was a helper bug fix lol. But I'll tell u how i replicated the glitch anyway: i believe when Fireball Luigi is summoned, u hit him when hes in midair or right when he lands, and he turns into a clone of mario.
Eh, link's range in zelda 2 was somewhat puny. His small sword won't give him much of an advantage. Plus, there's many ways to balance out that slight distance advantage.
Another good ff character that could replace black mage is Maria from Final Fantasy II/2.
Yeah, the bug fix I uploaded fixed that silly problem.
About Link, I guess you're right about that. I'll reconsider it but at this point, I really don't want to remove him from being a helper either. Maria...off. She would make a good character to add in but like said, I'm only sticking with protagonists of the first game.
*Rick from Flying Dragons, transformed (This game is a Hiryu No Ken hybrid between 2 and 3) Only sticking with Ryuhi from the series *Batman from Batman Returns or Return of the Joker. Not getting in. *Victar from Demon Sword. If Ryu gets in, he won't be playable since his moveset will be pretty similar. Also taking a sword off of a samurai doesn't seem right. *Bang from Clash at Demon Head. Oof...I originally wanted this guy in but there was someone else from Vic Tokai that I wanted to put in...if I can make two slots for Vic Tokai, maybe but that's unlikely. *Chin and Ranzou from Double Dragon III. Needs to be the main protagonist *Orin the Falconer from 8 Eyes. ...this could be an interesting character with the falcon helping him out. I'll think about it. *Astyanax I'll think about him, I honestly didn't think much about Jaleco's stuff. *Kuros from Wizards and Warriors (This a you must! pleeeease!) Another game I didn't think about but this falls into another case of a weapon user that wouldn't seem right without his weapon) *Samus from Metroid. So likely it hurts. *Bart from Prisoners of War. Could use a SNK represenative, will consider him *Rambo. Not getting in. *The Knight from Swordmaster. A sword master without a sword...doesn't seem right. *Daniel San from Karate Kid (LOL) Not getting in. *Black Manta from Wrath of the Black Manta. Will be overshadowed by Ryu if he gets in. *Gundam from Great Battle Cyber. Not getting in. *Rangers from Kyouruu Sentai Juuranger. Not getting in. *Seiya from Saint Seiya 2 Famicom. Not getting in. *Captain Planet. Not getting in. *Kid Icarus. I'll consider it but if Samus gets in, he'll probably be one of her helpers. *Little Nemo the Dream Master. Not getting in. *Vampire and The Monster from Monster in my Pocket. Not getting in. *Mark from Monster Party. When I said about American-exclusive characters getting in, this is who I had in mind. I want to include him but I might have to change him a bit so he'll have the ability to transform into other monsters. *Prince of Persia. This is a character that relies heavily on a weapon but if I could somehow work the traps into his moveset, maybe. *George and Lizzy from Rampage. Ok there's a game I forgot. I could probably include the usual giant character with all power but slow moves. *Blade and Striker from Bad Dudes. I'll think about adding Blade. *Duke Davis from Bad Street Brawler. Maybe, could use a Power Glove represenative. *Fighter from Bao Qing Tian. This guy was sword-reliant iirc...although I'm surprised you know this game. *Fighters from Choujin Sentai Jetman. Not getting in. *Thonolan from Kickmaster. Very likely *Steve Hermann from Shatterhand. Very likely *Warwolf from Werewolf: The Last Warrior. I'll think about this one *Fighters from Best of the Best: Championship Karate. Given the publishers for this one, this character wouldn't be able to have helpers at all so they won't get in. *Fighter from Fighting Road (Famicom) NOTE: you have a wide variety of techniques and attacks at your disposal to use. Ok, I never heard of this game to be honest. I'll take a look into it when I can. *A good variety of fighters to choose from Hiryuu no Ken Special - Fighting Wars (Famicom). Only sticking with Ryuhi from the series *Karateka from Karate Champ. Eh, probably not depending on how many karate guys we got...although this could make a good bonus stage. *A good variety of fighters to choose from Hiryuu no Ken Only sticking with Ryuhi from the series *Karateka from Track and Field II. Only sticking with Ryuhi from the series *Fighter from Yie Ar Kung-Fu. Already stated I'll look into Oolong and see what I can come up with. *Robocop. Not getting in.
Title: Re: Famicom Fighters
Post by: Magma MK-II on May 29, 2013, 04:57:08 am
More suggestions, why not?
* Athena * Main character from Crystalis (don't know if he has a official name) * Kage * Arthur * Hammerin' Harry * Kid Niki * Lode Runner * Bubblun * Dig Dug * Toki * The floating head from Zombie Nation for a boss
Title: Re: Famicom Fighters
Post by: XANDERAC on May 29, 2013, 06:13:14 am
Thanks for the reply, at least now I understand why you don't want to use certain characters.
I was wondering about Rygar, or the Prince from Prince of Persia on NES, which also reminds me of the main character from Dragon's Lair.
Title: Re: Famicom Fighters
Post by: Prototype God on May 29, 2013, 09:42:00 pm
Alright, noticed that the Urban Champ guy can rack up a good amount of damage just by pressing the kick attack in the corner. That intentional? (Urban Champ juggles with his 3 hit attack.)
Also, got one more recommendation: The Duck Hunt Dog!
Title: Re: Famicom Fighters
Post by: Noside on May 29, 2013, 10:12:31 pm
Also the Hero from Faxanadu, now if you need some BGM from NES games i can give you a hand if needed, i can rip them and turn them into:
*Stereo output. *3 Minute long. *Higher frequency quality. *Fixed Volume normalization. *Fading effect in the BGM before looping.
cheers. :drummer:
Title: Re: Famicom Fighters
Post by: KingPepe2010 on May 30, 2013, 07:00:21 am
* Athena She was the SNK representative I had in mind originally and she's got a somewhat decent change of getting in. * Main character from Crystalis (don't know if he has a official name) ...I'll have to remove the sword from his basic attacks but between Athena and this guy, it's a bit of a tough choice. * Kage Unlikely due to the fact he may end up too similar to Ryu * Arthur Another good possible Capcom character, may or may not lose out due to roster space. * Hammerin' Harry ...not sure to be honest, I'd rather put in the next character you mentioned for Irem... * Kid Niki Yeah, this guy. Given the fact he's got 3 games means I could use more from him. I can't let him use his sword though for basic attacks but I could imagine him using actual punches and kicks just fine. * Lode Runner I'd rather use him as a helper since he doesn't have a whole lot outside of making pits. * Bubblun Depends on what you're referring to. If you mean the dragon form, I can't because of the size issues. If you're referring to his human form, then yeah I can get away with that. (and give him a hyper where he transforms into the dragon form.) * Dig Dug Very likely, probably the best Namco representative. * Toki I'll have to play this game again, could make an interesting character * The floating head from Zombie Nation for a boss For now, I'm not looking for bosses.
Alright, noticed that the Urban Champ guy can rack up a good amount of damage just by pressing the kick attack in the corner. That intentional? (Urban Champ juggles with his 3 hit attack.)
Also, got one more recommendation: The Duck Hunt Dog!
That...was not intentional. I'll fix him in the next update.
Duck Hunt Dog would be interesting, I could probably give him the Zapper as his weapon.
Also the Hero from Faxanadu, now if you need some BGM from NES games i can give you a hand if needed, i can rip them and turn them into:
*Stereo output. *3 Minute long. *Higher frequency quality. *Fixed Volume normalization. *Fading effect in the BGM before looping.
cheers. :drummer:
I'll have to play that game again to see what I can come up with. With BGMs, I'm not sure if I really need help with them but I'll keep this in mind.
Also a screenshot with a mockup HUD (don't worry, that Mega Man is real): (http://i.imgur.com/iW0pixA.png) I plan on changing it so I can put in some stuff for helpers and I've gotten complaints about it being a bit difficult seeing how much life you have in the old HUD.
Title: Re: Famicom Fighters
Post by: Noside on May 30, 2013, 11:38:18 pm
Hey man, maybe you could use Little Mac from Mike Tyson's Punch Out! i have this one made by J-Hoax, just took a shot.
I originally said it was unlikely because of Ryu but I completely forgot Hayate can use a kusarigama in the game. This doesn't mean he'll definitely get in now but coming up with a move set for this guy could be interesting.
Title: Re: Famicom Fighters
Post by: MDI on May 31, 2013, 07:38:29 am
Muy sexiroso
Title: Re: Famicom Fighters
Post by: Roman55 on May 31, 2013, 07:49:23 am
Bootleg games you say? Hopefully we'll see some Street Fighter IV characters.
Gonna keep an eye on this one.
Title: Re: Famicom Fighters
Post by: Prototype God on May 31, 2013, 09:22:18 pm
When an opponent blocks Mario's EX fire ball, the fire ball drags them till the fire ball leaves the screen. If on an end of a stage, the ex fireball can chip the opponent to death. Only way i know how to get out of it is the combo breaker or whatever its called. (And using it takes up a whole meter!)
Title: Re: Famicom Fighters
Post by: KingPepe2010 on May 31, 2013, 11:16:12 pm
When an opponent blocks Mario's EX fire ball, the fire ball drags them till the fire ball leaves the screen. If on an end of a stage, the ex fireball can chip the opponent to death. Only way i know how to get out of it is the combo breaker or whatever its called. (And using it takes up a whole meter!)
...oh wow, how did I not notice this? I just fixed it, might release a character fix sometime soon.
Posted: June 02, 2013, 11:39:50 pm Character fixes here: Link (http://code.google.com/p/famicomfighters/downloads/detail?name=CharUpdate 6-2-12.zip&can=2&q=)
Title: Re: Famicom Fighters
Post by: Prototype God on June 03, 2013, 01:26:39 am
Uh oh, just found another glitch involving you know who: Mario! When me and my bro were up against each other as Mario in Simon's stage, one Mario (in his smb 1 pallete) did a fireball in the air, and the other Mario (dressed as luigi) threw a super fire ball. When they connected, LUIGI was born! The timing is quite tricky though. I already downloaded the recent character fixes and the helper bug fix, so i have no idea why i got a clone. :mmiley:
Title: Re: Famicom Fighters
Post by: KingPepe2010 on June 03, 2013, 04:07:16 am
Ok,, I can explain that one. He engulfs the corpses that were made when he lost a life on fire and knocks them into the opponent.
...not really, I will get to fixing on that one soon.
Title: Re: Famicom Fighters
Post by: Xanden on June 03, 2013, 04:25:31 am
Cheetah Men?
Title: Re: Famicom Fighters
Post by: KingPepe2010 on June 03, 2013, 07:41:25 am
Good chance of getting in (probably going to use Apollo, the one with the crossbow) but I'll have to come up with a good move set. x_x
Title: Re: Famicom Fighters
Post by: Prototype God on June 03, 2013, 10:00:35 pm
When Urban Champ hits the opponent with a jump strong punch (forward + punch) while the opponent is in the air, he can keep juggling them with the same attack up to 8 hits. Does a lot of damage. Also, will Donkey Kong be in the game?
Title: Re: Famicom Fighters
Post by: MellyInChains on June 03, 2013, 10:03:02 pm
shit i always forget to try this out. since i used your rips for my musashi, i feel obligated
Title: Re: Famicom Fighters
Post by: KingPepe2010 on June 04, 2013, 07:06:58 am
When Urban Champ hits the opponent with a jump strong punch (forward + punch) while the opponent is in the air, he can keep juggling them with the same attack up to 8 hits. Does a lot of damage. Also, will Donkey Kong be in the game?
Yikes...I'll fix that. When I redid his juggles, I was only thinking of his Jump Light Punch > Jump Strong Punch combo, not the individual move itself. x_x About Donkey Kong...maybe? I'm more inclined to put his son in. (also given the fact I might put in one of the Rampage characters kind of shrinks down the chance)
shit i always forget to try this out. since i used your rips for my musashi, i feel obligated
Oh yeah, I remember your Musashi character! It's always nice to see someone use the sheets I made as well. ...didn't you used to go on PGC Forums as well?
Posted: June 04, 2013, 06:23:17 pm New bug fix here: link (http://code.google.com/p/famicomfighters/downloads/detail?name=CharUpdate%206-4-12.zip&can=2&q=)
Title: Re: Famicom Fighters
Post by: Prototype God on June 05, 2013, 02:47:38 am
Not an actual problem, but why can't Simon use his whip attack mid-air? (Or i just suck bad and can't do it -_-) Oh, and also got another recommendation: Balloon Fighter! Just seems like his air maneuvers would make him a cool addition.
Title: Re: Famicom Fighters
Post by: KingPepe2010 on June 05, 2013, 04:05:00 am
When he was originally made, he was never planned to do it mid-air which is why. Even then, I'm not sure what would be the purpose of doing it in mid-air outside of being an air-to-air. ...Balloon Fighter would be interesting just have him flying around and attacking. The only problem mainly comes from not only his move set but Urban Champion already represents the "1st-gen" Nintendo games. (not sure if 1st-gen would really apply but I mean like the much smaller, simpler NES games). If anything, Balloon Fighter could be his helper.
Title: Re: Famicom Fighters
Post by: Prototype God on June 05, 2013, 11:58:10 pm
...Balloon Fighter would be interesting just have him flying around and attacking. The only problem mainly comes from not only his move set but Urban Champion already represents the "1st-gen" Nintendo games. (not sure if 1st-gen would really apply but I mean like the much smaller, simpler NES games). If anything, Balloon Fighter could be his helper.
His move set is a problem? He could have quite an interesting move set, though there are OTHER characters that could do the whole air maneuver game well too. Also, you can get DAMN creative with his balloons, like you did with urban champ. :bulb2: The only problems i see with including balloon fighter other than the 1st gen stuff is that he is a small character, and that there are other flying characters that might be able to do the whole air thing just as well, if not better. (Though most of them just shoot stuff though.) Regarding the 1st-gen thing, having more than one 1st gen wouldn't hurt. (Unless you've got some other 1st-gen character in the works that no one knows of.)
Title: Re: Famicom Fighters
Post by: KingPepe2010 on June 06, 2013, 01:29:44 am
His size isn't much of a problem, I think he may get away with being resized to about Mario's height (or slightly shorter) just fine. I'm just trying to think of what I can utilize from his game that could work well in terms of his move set. In terms of special moves, the only thing I can think of that wouldn't be entirely new is for him to maybe shoot a bolt out of his hands similar to the ones the clouds shoot. I'm not saying this is what will ultimately keep him from getting a spot, it's more like one of the few problems with making him as a character.
Title: Re: Famicom Fighters
Post by: Prototype God on June 06, 2013, 02:50:29 am
:laugh4: LOL yea there's not much from the game for balloon fighters special moves. For supers and hypers though, he could probably summon a electric cloud in the air that would shoot people for a while, and for another super/hyper, he could make water flood the bottom of the stage, and if you stay in it too long you get hit by that asshole of a fish. For the bolt special, maybe it should be more like the one that just stays still in game c of balloon fighter. ( Stays on stage for only a second and a bit.)
Title: Re: Famicom Fighters
Post by: KingPepe2010 on June 07, 2013, 01:59:15 am
Yeah, anything that could be used from his game is probably reserved for his supers/hyper. I'm more tempted to make him a helper for Urban Champ. if anything so don't get your hopes up about him making it in as a playable character.
Also have some Mega Man doing some Mega Man-y stuff: (http://i.imgur.com/VKnIsLK.png) (http://i.imgur.com/rGPrVyo.png) (http://i.imgur.com/is8fXoQ.png)
Title: Re: Famicom Fighters
Post by: Prototype God on June 07, 2013, 02:32:11 am
:bison: :woeh: :flipout: ALL MY HYPE! oh, and Metal blades cool and all, but will he have the Gemini Laser from MM3? (My favourite NES/Famicom power up/weapon) Also, I'm guessing his assist from the same franchise is going to rush or protoman?
Edit: Simon's axe when hit by a projectile (I used Mario's regular, EX and Super fireball) his axe turns into Simon himself!
Title: Re: Famicom Fighters
Post by: KingPepe2010 on June 07, 2013, 02:56:18 am
...man, I am so glad I have someone catching these bugs for me. I might have his Gemini Laser as his super where he shoots a bunch of them and they bounce around the stage. For his helper, I was thinking of either Protoman or Beat. I'm saving Rush for his hyper.
Title: Re: Famicom Fighters
Post by: Noside on June 07, 2013, 03:22:25 am
Can't wait to test Megaman! keep it up! :2thumbsup:
Title: Re: Famicom Fighters
Post by: KingPepe2010 on June 07, 2013, 01:21:27 pm
Another bug fix: Link (http://code.google.com/p/famicomfighters/downloads/detail?name=CharUpdate 6-7-13.zip&can=2&q=)
Title: Re: Famicom Fighters
Post by: Prototype God on June 07, 2013, 01:26:29 pm
Another bug fix: Link (http://code.google.com/p/famicomfighters/downloads/detail?name=CharUpdate 6-7-13.zip&can=2&q=)
Oh lol just found another glitch with Simon and urban. when UB champ summons his assist in the corner, Simon hits the assist with a light kick, and the assist goes flying diagonally down the screen. Pretty cool glitch, but UB cant summon his assist. (If i stop finding these things, maybe mega dude will get released sooner... :sweatdrop:)
Title: Re: Famicom Fighters
Post by: KingPepe2010 on June 07, 2013, 02:16:51 pm
...oof, I just found out why and fixed it. Also don't worry about Mega Man being delayed. A lot of these fixes appear to be just simple, stupid mistakes on my part. Besides, the next update is going to be pretty big so it might take a while regardless.
Title: Re: Famicom Fighters
Post by: Noside on June 07, 2013, 06:10:30 pm
Just out of curiosity, Rad Spencer will be in this awesome game right? (just wanna make sure) *prays*
Title: Re: Famicom Fighters
Post by: KingPepe2010 on June 07, 2013, 06:46:06 pm
I can't say if he's in or not, I can only say he's got a pretty high chance of getting it. ;)
Title: Re: Famicom Fighters
Post by: Noside on June 07, 2013, 07:04:50 pm
I can't say if he's in or not, I can only say he's got a pretty high chance of getting it. ;)
:yippi:
Title: Re: Famicom Fighters
Post by: Erroratu on June 07, 2013, 07:29:35 pm
Kenshiro from Hokuto No Ken on the NES?no?Oh well
Anyway,this looks very nice,i like the retro feel.
Title: Re: Famicom Fighters
Post by: KingPepe2010 on June 09, 2013, 01:09:27 am
Thanks!
Re-uploaded the latest character fix since it didn't exactly fix everything: Link (http://code.google.com/p/famicomfighters/downloads/detail?name=CharUpdate%206-7-13.zip&can=2&q=#makechanges)
Title: Re: Famicom Fighters
Post by: RedLine(korean) on June 09, 2013, 05:22:05 pm
Title: Re: Famicom Fighters
Post by: KingPepe2010 on June 12, 2013, 05:39:15 am
...kind of surprised that character worked. I'm not sure if all characters will end up being compatible with this but then again, this wasn't intended to be used to put other characters in.
Title: Re: Famicom Fighters
Post by: Noside on June 12, 2013, 05:41:06 am
Rad Spencer! Rad Spencer! *crowd chanting*
Title: Re: Famicom Fighters
Post by: The Mystic101 on June 26, 2013, 11:03:22 am
Hey I'm new here and i love this idea you have here. I hope you won't get mad at me but i took Mario and UC and made Luigi and UCP2 for my copy cause i got a little bored with fighting the same three characters in a row....sorry for "hacking" a good game..... i'd show you but i cant figure out how....help?
Title: Re: Famicom Fighters
Post by: rukifellth on June 26, 2013, 02:35:25 pm
You know who'd be a cool heavy character?
King Hippo with Eggplant Wizard as a striker partner. Perhaps, he could borrow moves from other Punch Out characters?
Title: Re: Famicom Fighters
Post by: The Mystic101 on June 26, 2013, 10:32:43 pm
I'm still rooting for Lil' mac as a character hope he make's it Posted: June 26, 2013, 10:33:57 pm
King Hippo with Eggplant Wizard as a striker partner. Perhaps, he could borrow moves from other Punch Out characters?
Is that supposed to be a reference to Captain N: The Game Master?
Title: Re: Famicom Fighters
Post by: CrzyRaccoon on June 27, 2013, 05:28:16 pm
Huh, who ever knew making an NES all star fighting game could be so epic lol. I actually would like to play this.
Title: Re: Famicom Fighters
Post by: KingPepe2010 on July 10, 2013, 12:05:01 am
Ack, sorry. Summer classes started up so I've been busy lately. Right now, Mega Man's moveset is done so all that's left is UC's helpers, Simon's helpers and well, Mega Man's helpers before the update.
@The Mystic101: Eh, I don't care. As long as you're not releasing it to the public pretending it's your own, I'm cool with it. Little Mac's got a good chance of making it in although all his sprites will have to be custom.
@rukifellth: I really can't do that since all of that since it breaks the character guidelines I posted a while ago. (Hidden characters will ignore these rules but I won't say much about them because well, they're supposed to be hidden)
Thanks for all the support! I'll try to work on this as much as possible even with summer classes getting in the way. I might as well show some progress while I'm here too: (http://i.imgur.com/wTcs7j7.png)
Title: Re: Famicom Fighters
Post by: 1983parrothead on July 22, 2013, 11:54:34 pm
I'd love to see more protagonists and mascots, especially ones that haven't been added to M.U.G.E.N in fighting form, yet, like Big Bang Blitz from Dengeki Big Bang!, Doropie from Magical Kids Doropie, Takamaru from Nazo no Murasamejou and Mike from Zoda's Revenge.
The more companies represented, the better. Companies that need at least two or four characters in M.U.G.E.N (excluding licensed games) are:
Vic Tokai Kemco Culture Brain Visco Seta Kyugo Natsume Sammy ADK (yes, there are some NES ADK titles) Square (other than Final Fantasy characters) Enix (other than Dragon Quest characters) Information Global Service (IGS, ntbcw the Taiwanese IGS) Telenet Japan T&E Soft
Title: Re: Famicom Fighters
Post by: Saikoro on July 23, 2013, 12:19:08 am
All of this looks amazing!! I am really looking forward to the final result. I am one for nostalgia, so this is right up my alley since I grew up with just about all of these games. Keep up the fantastic work. :lugoi:
Title: Re: Famicom Fighters
Post by: MellyInChains on July 23, 2013, 12:44:00 am
I'd love to see more protagonists and mascots, especially ones that haven't been added to M.U.G.E.N in fighting form, yet, like Big Bang Blitz from Dengeki Big Bang!, Doropie from Magical Kids Doropie, Takamaru from Nazo no Murasamejou and Mike from Zoda's Revenge.
The more companies represented, the better. Companies that need at least two or four characters in M.U.G.E.N (excluding licensed games) are:
yeah quit doing this, you've been making these long-ass request lists in several project threads and it's getting kind of annoying
i kinda feel a bit guilty posting this in a thread for this project though since i finally got around to playing it, and i gotta say, this has a HUGE amount of potential. all the custom sprites/animations are really well done and i can't wait to see who else makes it in
Title: Re: Famicom Fighters
Post by: 1983parrothead on July 23, 2013, 01:29:18 am
I'd love to see more protagonists and mascots, especially ones that haven't been added to M.U.G.E.N in fighting form, yet, like Big Bang Blitz from Dengeki Big Bang!, Doropie from Magical Kids Doropie, Takamaru from Nazo no Murasamejou and Mike from Zoda's Revenge.
The more companies represented, the better. Companies that need at least two or four characters in M.U.G.E.N (excluding licensed games) are:
yeah quit doing this, you've been making these long-ass request lists in several project threads and it's getting kind of annoying
i kinda feel a bit guilty posting this in a thread for this project though since i finally got around to playing it, and i gotta say, this has a HUGE amount of potential. all the custom sprites/animations are really well done and i can't wait to see who else makes it in
Mind if you tell Noside the same thing? I saw him make a long request list. Look back several pages.
Title: Re: Famicom Fighters
Post by: Noside on July 23, 2013, 03:43:09 am
I'd love to see more protagonists and mascots, especially ones that haven't been added to M.U.G.E.N in fighting form, yet, like Big Bang Blitz from Dengeki Big Bang!, Doropie from Magical Kids Doropie, Takamaru from Nazo no Murasamejou and Mike from Zoda's Revenge.
The more companies represented, the better. Companies that need at least two or four characters in M.U.G.E.N (excluding licensed games) are:
yeah quit doing this, you've been making these long-ass request lists in several project threads and it's getting kind of annoying
i kinda feel a bit guilty posting this in a thread for this project though since i finally got around to playing it, and i gotta say, this has a HUGE amount of potential. all the custom sprites/animations are really well done and i can't wait to see who else makes it in
Mind if you tell Noside the same thing? I saw him make a long request list. Look back several pages.
Don't drag me into this. lol
Title: Re: Famicom Fighters
Post by: KingPepe2010 on July 23, 2013, 09:13:46 pm
I don't mind the long list of requests in all honesty, just make sure you take a look at the guidelines I posted a while ago. (or at least, the parts that completely outright reject a character)
Bang - Depending on roster size, he may or may not get in. Besides, the person I'd rather use as a Vic Tokai represenative is... Doropie/Francesca - Pretty damn good chance, if Vic Tokai only gets a single spot then she'll probably get it. Takamaru - Not sure, this guy will most likely be a helper if anything. Mike - Already has a cameo in UC's stage.
Also, I apologize if this update is taking a while to get out. Right now, Mega Man is done in terms of moveset, Urban Champ now has all his helpers, and the new HUD is already implemented. All that's left is Mega Man's stage and helpers as well as Simon's helpers.
Title: Re: Famicom Fighters
Post by: rukifellth on July 23, 2013, 10:19:31 pm
I'd love to suggest Miria from Guardian Legends. That game was awesome, and it would be cool with a character that can shift between a ship and humanoid form, mixing fighting with SHMUP, not to mention her DUAL BEAMSWORDS.
She'd also be a representative to Compile, and to an extent, Irem.
I'd love to suggest Miria from Guardian Legends. That game was awesome, and it would be cool with a character that can shift between a ship and humanoid form, mixing fighting with SHMUP, not to mention her DUAL BEAMSWORDS.
She'd also be a representative to Compile, and to an extent, Irem.
Ok, how come I've never heard of this game? As a character, this could be interesting. I need to play the game first to see what I can do with her. Also, the characters themselves only represent the publishers, not developers so she would be a representative for Irem in this case. (...although I might have to cheat a bit if I use someone from a Rare-developed game)
Title: Re: Famicom Fighters
Post by: 1983parrothead on July 24, 2013, 12:16:35 am
Kuros from the Wizards and Warriors series is a Rare-developed series. And before Guardian Legend, there was Super Star Force: Jikūreki no Himitsu.
Title: Re: Famicom Fighters
Post by: KingPepe2010 on July 24, 2013, 02:47:32 am
I've already said it wouldn't feel right if Kuros got in without using his weapon most of the time. About Super Star Force: Jikūreki no Himitsu, once again there's a much better Tecmo representative that I could be using. I don't think the pilot did anything outside of his ship except for shops but if he did, refresh my memory.
Title: Re: Famicom Fighters
Post by: Magma MK-II on July 24, 2013, 03:46:16 am
Does Hudson have a representative? You could use good-old Bonk.
Title: Re: Famicom Fighters
Post by: KingPepe2010 on July 24, 2013, 04:48:00 am
Bonk could probably work for Hudson. I was also thinking of either Bomberman or Master Higgins from Adventure Island for Hudson as well.
Title: Re: Famicom Fighters
Post by: HekuttaSaint on July 24, 2013, 06:11:26 am
Come on.... Higgins is an icon.... and it will be awesome to have him with his "dinasour" arsenal.....
Title: Re: Famicom Fighters
Post by: 1983parrothead on July 25, 2013, 04:52:18 pm
I've already said it wouldn't feel right if Kuros got in without using his weapon most of the time. About Super Star Force: Jikūreki no Himitsu, once again there's a much better Tecmo representative that I could be using. I don't think the pilot did anything outside of his ship except for shops but if he did, refresh my memory.
So Kuros using his sword is unfair, right? And the pilot of Super Star Force did do some zapping in the caves near shops. I saw him do that on Game Center CX.
And yes, Master Higgins of the Adventure Island franchise is notable for starring 16SHOT (a.k.a. "Takahashi Meijin").
Title: Re: Famicom Fighters
Post by: AnimaniacsFan on July 25, 2013, 07:34:25 pm
Title: Re: Famicom Fighters
Post by: KingPepe2010 on July 26, 2013, 04:54:07 am
@1983parrothead: In a sense, yeah. It's really hard to balance a character with a long-range weapon like that if they're using it in basic attacks unless I make him punch and kick but for someone like him, it just doesn't seem right at all.
@AnimaniacsFan Ninten - Could possibly work although given his sprite size, he would need to be completely redrawn. Somari - Given the fact that his game was probably the most known out of all the bootleg games, I'd say his chances are pretty high. Hercules - Already stated that Apollo from the Cheetahmen has a good chance of getting in, I'm mainly choosing him since he's considered to be the leader of the trio and he's got something extra (crossbow). Hercules will probably be either his helper or will be in one of his attacks. Scrooge McDuck - Can't get in, he's from another media source. Buster Bunny - Can't get in, he's from another media source. Pac-Man - Without making him a total joke character, his moveset is really, really limited so it's a no for Pac-Man.
Title: Re: Famicom Fighters
Post by: Atsushi Zero on July 26, 2013, 06:27:32 am
Interestingly for your project, I'm looking forward to this but good luck!
Title: Re: Famicom Fighters
Post by: Synck on July 26, 2013, 12:09:05 pm
well I can give some bootleg sugestions: how about: -iori from kof96 bootleg -Jean from AV girl fighting -some street fighters? -koopa troopa (kart fighter; I also got my version I released that character long time ago) -Harry poter (well it's not good,I played that bootleg it was very creepy)
well this is for sugestion,but I planed this too to my bootleg wars mugen fullgame you have 100% of chance to beat me with coding,spriting and etc.
Title: Re: Famicom Fighters
Post by: 1983parrothead on July 26, 2013, 06:21:09 pm
If you are looking for Data East characters, then how about the protagonist of the first Hercules no Eikou? For Sunsoft, how about Hebe from Hebereke?
Title: Re: Famicom Fighters
Post by: Erroratu on July 26, 2013, 06:36:14 pm
How about you guys stop asking for characthers and let the man do his thing?
Title: Re: Famicom Fighters
Post by: Synck on July 26, 2013, 09:10:30 pm
How about you guys stop asking for characthers and let the man do his thing?
we are not asking we are sugesting,but I think that is enough...
Title: Re: Famicom Fighters
Post by: KingPepe2010 on July 27, 2013, 05:10:23 am
@DuckSS Farm: Personally, I'd rather use characters that aren't from a port mainly since it might seem weird if the characters aren't playing like their original source material. Jean is out of question because I honestly don't feel comfortable about adding a character from a porn game and Harry Potter came from another media source so that's a no for him as well. (I'm assuming you're referring to Harry's Legend? Even if I didn't have that rule in place, I'd rather use Jack or Rose from Titenic which is what Harry's Legend is a hack of) Koopa is a maybe, I'll think about it.
@1983parrothead: Didn't play Hercules no Eikou, I should probably give it a shot. I've considered Hebe before, the only thing that might hold him back is the roster size.
@Erroratu: I personally don't mind it as long as people aren't requesting the same character over and over again.
Title: Re: Famicom Fighters
Post by: Zingo on July 28, 2013, 02:12:13 am
Bionic Commando, old school Nes is a classic character that should be in this!
Title: Re: Famicom Fighters
Post by: Magma MK-II on July 28, 2013, 03:02:35 am
I personally don't mind it as long as people aren't requesting the same character over and over again.
Title: Re: Famicom Fighters
Post by: Zingo on July 28, 2013, 03:34:44 am
My bad, I didn't catch it in the 5 pages of post, and I actually read them all..must have missed it. I deserve that Batman slap to Robin like in your picture there.
Title: Re: Famicom Fighters
Post by: MR. IBZS II on July 28, 2013, 06:39:11 pm
Character wise, what about Kunio, Master Higgins(Adventure Island) Bomberman, Donkey Kong, Spelunker(Nijikaku could be insperation), and someone from a popular pirate? A joke character would be cool as well. I like this game, bur could you make EX moves easier to do, as I have never done one. I also found two bugs: 1. When I fight Mario, he ramdomly becomes invincible, and I can't hit him. 2. When Mario shoots a EX fireball, and I block, I get stuck inside of it, and it never fades, doing INSANE chip damage, also why does Mario have a Tanooki tail, when he didn't get it until SMB3, but uses a SMB1/SMB2 J sprite? Can't he use a SMB3 sprite instead? Posted: July 28, 2013, 06:45:15 pm Looked back at earlier comments, and Ballon Fighter would be awesome, he could shock opponents with clouds(based on one of Doraemon's attacks) but for a grab, pop a balloon in there face! For a assist, he could use Dig Dug, or Alice from Balloon Kid. Also, have you ever heard of Vegalunker, as he fits well in this game. Arthur would also be a choice as well. Are there going to be extra stages as well? And can charging be a seperate button?
Title: Re: Famicom Fighters
Post by: Prototype God on July 28, 2013, 07:47:32 pm
Character wise, what about Kunio, Master Higgins(Adventure Island) Bomberman, Donkey Kong, Spelunker(Nijikaku could be insperation), and someone from a popular pirate? A joke character would be cool as well. I like this game, bur could you make EX moves easier to do, as I have never done one. I also found two bugs: 1. When I fight Mario, he ramdomly becomes invincible, and I can't hit him. 2. When Mario shoots a EX fireball, and I block, I get stuck inside of it, and it never fades, doing INSANE chip damage, also why does Mario have a Tanooki tail, when he didn't get it until SMB3, but uses a SMB1/SMB2 J sprite? Can't he use a SMB3 sprite instead?
There are fixes u can download. Just follow the link in the first page, go to latest build as usual, and there are updates that fix the problems.
Title: Re: Famicom Fighters
Post by: MR. IBZS II on July 28, 2013, 10:29:06 pm
Even with the fix, those still happen.
Title: Re: Famicom Fighters
Post by: Prototype God on July 28, 2013, 11:06:31 pm
Yea, i came across that problem a while ago too. Try re-downloading Famicom fighters and delete your old one, then apply the patches. Worked for me.
Title: Re: Famicom Fighters
Post by: KingPepe2010 on July 30, 2013, 10:45:07 pm
For the first three characters you mentioned, look back at the previous posts. For Donkey Kong, not entirely sure on him and Spelunker would be interesting to do. (although I definitely won't take anything from Nijikaku, I might make him more of a glass cannon-like character) I've already considered adding bootleg/unlicensed characters and I've stated my thoughts on a few of them before. Also, I'll just say that Balloon Fighter won't be a character as you'll see in the next update I do. I'm not putting in Vegalunker since that wasn't a true NES creation and I think I've already said something about Arthur before.
About the EX moves, the last input should be Z and A or B at the same time although I might move the "action" button over to C. I will include extra stages and I'm not moving the power charge over to another button mainly because I'm trying to stick with the NES controls. About the bugs, try re-downloading everything.
Title: Re: Famicom Fighters
Post by: Pakeli on August 04, 2013, 05:05:35 am
Here's a couple of characters I would suggest adding: Rash/Zitz/Pimple (Battletoads) Bill Rizer (Contra) Marth (Fire Emblem) Hero from Final Fantasy Valkyrie (The Legend of Valkyrie) Snake (Metal Gear) Gilgamesh (The Tower of Druaga) Dr. Hector (Gyromite)
Title: Re: Famicom Fighters
Post by: MR. IBZS II on August 04, 2013, 07:23:08 am
Isn't there already Hero avalible for Mugen?
Title: Re: Famicom Fighters
Post by: KingPepe2010 on August 15, 2013, 04:11:47 am
Here's a couple of characters I would suggest adding: Rash/Zitz/Pimple (Battletoads) Bill Rizer (Contra) Marth (Fire Emblem) Hero from Final Fantasy Valkyrie (The Legend of Valkyrie) Snake (Metal Gear) Gilgamesh (The Tower of Druaga) Dr. Hector (Gyromite)
I've already mentioned about Battletoads, Bill Rizer and Snake before, Hector doesn't really have a lot to work with and the others are all heavily sword-based which wouldn't seem right. (@Doraemariby: There's already thousands of Mario's for MUGEN that didn't specifically stop me from making my own version for this game)
Also I apologize for this patch taking so long to come out. I'm currently waiting on graphics before I can continue working again. Hopefully, the new patch will be out by the end of this month.
Title: Re: Famicom Fighters
Post by: Molly Ancälimè on August 15, 2013, 06:10:40 pm
I think that as long as Samus gets in I'm good.
May I suggest Shantae (she's GB actually but still 8bit and about the right size) and the Hero (From Faxanadu) as well as Kevin Striker/Ken from Street Fighter 2010? Those three are classics from excellent, overlooked games.
Title: Re: Famicom Fighters
Post by: R565 on August 15, 2013, 10:28:59 pm
You got a pretty interesting game here. You got my support, and whoever you got in the roster is sure to be a hit. I even have a special NES style controller I play with my emulated NES games and this.
Title: Re: Famicom Fighters
Post by: KingPepe2010 on August 23, 2013, 04:18:32 am
@Kaizaran: Shantae's a big no and the other two were already mentioned
@R565: And this guy knows how to play this game the right way. :P
Title: Re: Famicom Fighters
Post by: R565 on August 23, 2013, 07:26:40 pm
Lol I don't remember where my friend got it, but i'm he did give me that controller.
Title: Re: Famicom Fighters
Post by: MR. IBZS II on August 23, 2013, 09:37:12 pm
Wait, wasn't this a differnt tiltled project earlier?
Title: Re: Famicom Fighters
Post by: Extremmefan on August 23, 2013, 10:16:09 pm
I am still waiting for Megaman... i also want Bomberman (being a playable char or, at last, a Megaman's helper) (since Kid Niki is here, why not Bomberman ?) .
Title: Re: Famicom Fighters
Post by: Molly Ancälimè on August 24, 2013, 02:17:54 am
Yoshi is a must as a helper. ((And yes he was on NES. Google Yoshi NES))
Would also like to see Koopaling helpers...and possibly a Thunderbird boss (Zelda 2).
Title: Re: Famicom Fighters
Post by: LuckiiBub on August 24, 2013, 04:07:46 am
I just tested out the game and its pretty good. However just like almost everybody I have some suggestions.
MegaMan is already confirmed as a playable character. There are even screenshots of him in action.
Really?
I might need to take a look.
Well, one thing I can tell you already is that MegaMan also uses some new sprites, which he never had in the NES games. Here is one example: (http://i.imgur.com/is8fXoQ.png) Really, the way he spawns the Star Shield here is a lot cooler then the generic animation he had in MegaMan 5 (though something is wrong with his mouth in the sprite shown in this pic).
Title: Re: Famicom Fighters
Post by: MR. IBZS II on August 25, 2013, 07:39:18 am
Lol, his mouth is bigger than his face.
Title: Re: Famicom Fighters
Post by: TrinitroRoy on August 25, 2013, 08:45:26 am
Exactly that.
Title: Re: Famicom Fighters
Post by: The Mystic101 on August 29, 2013, 11:01:16 pm
i'm thinking DigDug?
Title: Re: Famicom Fighters
Post by: KingPepe2010 on September 02, 2013, 03:21:46 am
@Doraemariby: This used to go by Famicom Battle Coliseum (HEY GUESS WHICH GAME TITLE I RIPPED OFF) in its earlier stages but I ended up coming with a better name later.
@Trinitronity: Yeah I might as well fix his sprite now. XP
@The Mystic101: ...could be interesting. I'll need to see what I can do with him. He'll have to be resized though.
Title: Re: Famicom Fighters
Post by: chuchoryu on September 08, 2013, 09:14:42 pm
Ryu Hayabusa, is in the game?
Title: Re: Famicom Fighters
Post by: KingPepe2010 on September 22, 2013, 01:26:56 am
I already mentioned a while ago that he has a high chance of getting in.
Title: Re: Famicom Fighters
Post by: MR. IBZS II on September 22, 2013, 02:44:27 am
Can Luigi be a separate character? Some moves: Carpet Flight(SMB2), a pluck attack, his Brawl normals, and a Frog or Hammer Suit attack. His assits: Ice Climber(Even though they appear in one level), Pikachu, and Toad. To make up for the lost striker, Mario could use Dr. Mario.
Title: Re: Famicom Fighters
Post by: KingPepe2010 on September 22, 2013, 09:31:01 am
Sorry, I'm keeping Luigi as a helper for Mario. Also, might as well show this off: (http://img196.imageshack.us/img196/1624/28f.png)
Title: Re: Famicom Fighters
Post by: Noside on September 22, 2013, 06:54:03 pm
Ken from Street Fighter 2010! Awesome! :woeh: :buttrox:
Title: Re: Famicom Fighters
Post by: MR. IBZS II on September 22, 2013, 11:08:39 pm
Wait, the health bars changed again?
Title: Re: Famicom Fighters
Post by: KingPepe2010 on October 14, 2013, 08:05:56 am
Yup, I've been planning on changing the lifebars because I've had complaints about the health being too hard to read. (Also I added bars for the helpers as well)
Anyways, I'm sorry that I haven't said anything in a while. Right now, progress for the game has been really slow and I'm still waiting on graphics from other people. I'm still looking for graphic artists that are willing to help me with the characters themselves. Like I've said, I can animate but I kind of struggle with it and I kind of prefer programming more. If I had someone that would be willing to help with animations and custom sprites, I could get updates out for this game much faster. Lately, I've felt like it's only been a one-man project and I really do need some help in the graphics department. If you do wish to help, please send me a PM.
Also I might as well show some progress: (http://imageshack.us/a/img706/6105/7isb.png) (http://imageshack.us/a/img21/5371/s1hi.png)
Also we finally have a proper logo! (yeah I know the rest of the screen is empty): (http://imageshack.us/a/img706/7537/cmir.png)
Title: Re: Famicom Fighters
Post by: MR. IBZS II on October 14, 2013, 05:44:32 pm
Yup, I've been planning on changing the lifebars because I've had complaints about the health being too hard to read. (Also I added bars for the helpers as well)
Anyways, I'm sorry that I haven't said anything in a while. Right now, progress for the game has been really slow and I'm still waiting on graphics from other people. I'm still looking for graphic artists that are willing to help me with the characters themselves. Like I've said, I can animate but I kind of struggle with it and I kind of prefer programming more. If I had someone that would be willing to help with animations and custom sprites, I could get updates out for this game much faster. Lately, I've felt like it's only been a one-man project and I really do need some help in the graphics department. If you do wish to help, please send me a PM.
Also I might as well show some progress: (http://imageshack.us/a/img706/6105/7isb.png) (http://imageshack.us/a/img21/5371/s1hi.png)
Also we finally have a proper logo! (yeah I know the rest of the screen is empty): (http://imageshack.us/a/img706/7537/cmir.png)
Wow, nice progress! But, who's that first guy with Simon? Megaman's feet look wrong in the second picture, too. For the logo, maybe you could add various stuff scrolling in the background.
Title: Re: Famicom Fighters
Post by: Synck on October 14, 2013, 06:42:56 pm
Also we finally have a proper logo! (yeah I know the rest of the screen is empty): (http://imageshack.us/a/img706/7537/cmir.png)
not bad,maybe the logo can be only in the dark,because most of bootleg games have a logo without more objects :P nice process with the game...truly you are better than me (because I think that my bootleg wars are bad,no hypers no hummer team system... :-\) anyway I wish you more good things what you can improve!
Title: Re: Famicom Fighters
Post by: Noside on October 14, 2013, 07:05:54 pm
Good progress overall, and I hope a good graphic artist can help you out soon cause i have this strange feeling about this project that could be stuck for a long time? :P
Title: Re: Famicom Fighters
Post by: Prototype God on October 14, 2013, 11:00:51 pm
This guy has some pretty nifty 8-bit sprites, he might be able to lend you a hand. http://mugenguild.com/forum/topics/8bit-stuff-orochiweapon2000--146354.40.html
Title: Doraemariby
Post by: KingPepe2010 on October 15, 2013, 12:05:17 am
@Doraemariby: In the first picture, that's Kid Dracula from Akumajo Special: Boku Dracula-kun. Not sure what you mean about the 2nd pic since Mega Man isn't in there. I might do something with scrolling in the menu, no idea yet.
@DuckSS Farm: I actually tried your game out and to be honest, it wasn't that bad. Thanks for the compliment though! :P
@Noside: I hope so too, I'm not giving up on this project but I don't want to have this be stuck on a hiatus constantly.
Title: Re: Famicom Fighters
Post by: MR. IBZS II on October 15, 2013, 03:40:42 am
Whoops, I meant first picture.
Title: Re: Famicom Fighters
Post by: KingPepe2010 on October 18, 2013, 12:11:12 am
Hmmm, I see what you mean. I'll fix it.
Title: Re: Famicom Fighters
Post by: MR. IBZS II on October 28, 2013, 12:17:11 am
Can Jackie Chan from Jackie Chan: Action Kung Fu make it in? Or the Salaryman from that one Japanese game? BTW, I found this game as well:
Title: Re: Famicom Fighters
Post by: Extremmefan on November 17, 2013, 10:29:07 am
Please put Kid Niki in as soon as possible. I love him so much. He is one of my favorite chars. I even has an icon for him that is based on Abobo's Big Adventure. I can send it by email if you want. Posted: November 17, 2013, 10:32:11 am By the way, nice logo and lifebars. Posted: November 17, 2013, 10:34:33 am By the way, Urban Champion should have fighting games' chars as helpers. Posted: November 24, 2013, 04:27:52 pm
Can Jackie Chan from Jackie Chan: Action Kung Fu make it in? Or the Salaryman from that one Japanese game? BTW, I found this game as well: [youtube]http://www.youtube.com/watch?v=7msFkuO0d0o[/youtube]
Nice game. Can you give me a link where i can download it?
Title: Re: Famicom Fighters
Post by: KingPepe2010 on December 08, 2013, 03:34:22 am
<insert Gill Resurrection voice clip here>
Anyways, yeah I deeply apologize for no updates lately. I've been really busy and I haven't had much time to work on the game itself and I also apologize for the fact this update is taking too long to come out. (It is somewhat close to being done though!) In the mean time, I do have some pics to show off: (http://imageshack.us/a/img38/6172/d6z9.png) (http://imageshack.us/a/img15/1615/5wu5.png) (http://imageshack.us/a/img23/2028/8tfp.png)
@Doraemariby: I would suggest rereading the character guidelines again. However for the salaryman from Takeshi no Chousenjo (sp?), there is a small possibility I could turn him into a joke character.
@Extremmefan: 1. Problem with that is Nintendo only made like two fighting games, Urban Champion and Joy Mech Fight. Besides, I feel it would be better if Urban Champion had characters from Nintendo's early NES games since he's the closest thing to represent them. 2. On the lifebars, thank you even though they're from Zelda 2. The logo did come out pretty well. 3. Kid Niki is a maybe, I would have to combine stuff from all 3 games in order to get a decent move set for him. I don't need the icon though, thanks anyways.
Title: Re: Famicom Fighters
Post by: Extremmefan on December 10, 2013, 09:36:01 pm
@Extremmefan: 1. Problem with that is Nintendo only made like two fighting games, Urban Champion and Joy Mech Fight. Besides, I feel it would be better if Urban Champion had characters from Nintendo's early NES games since he's the closest thing to represent them. 2. On the lifebars, thank you even though they're from Zelda 2. The logo did come out pretty well. 3. Kid Niki is a maybe, I would have to combine stuff from all 3 games in order to get a decent move set for him. I don't need the icon though, thanks anyways.
1. I can understand that but... i mean other fighting games from OTHERS CREATORS, not only for Nintendo ! (they still need to be in the NES to work) 2. The lifebars and logo looks so good, i only wanted to say that. They come perfectly together. 3. I've played Kid Niki Radical Ninja (the one fighting with his sword) and i think that you can still use the sword as a projectile. I've also played Kid Niki 2, which gave him a lot of transformations (frog, eagle and elephant) and powers (slashing sword-like projectil and thunder shield), you can put them all as hyper finals.
Title: Re: Famicom Fighters
Post by: TrinitroRoy on December 11, 2013, 10:12:57 am
@Extremmefan: 1. Problem with that is Nintendo only made like two fighting games, Urban Champion and Joy Mech Fight. Besides, I feel it would be better if Urban Champion had characters from Nintendo's early NES games since he's the closest thing to represent them. 2. On the lifebars, thank you even though they're from Zelda 2. The logo did come out pretty well.
1. I can understand that but... i mean other fighting games from OTHERS CREATORS, not only for Nintendo ! (they still need to be in the NES to work) 2. The lifebars and logo looks so good, i only wanted to say that. They come perfectly together.
1. Yeah, Nintendo wasn't the only one who did fighting games for the NES. Cony did fighting games, too. Their most popular work, by the way, is World Heroes 2. 2. Yeah, the lifebars are really fitting indeed.
Title: Re: Famicom Fighters
Post by: Synck on December 11, 2013, 02:26:38 pm
@Extremmefan: 1. Problem with that is Nintendo only made like two fighting games, Urban Champion and Joy Mech Fight. Besides, I feel it would be better if Urban Champion had characters from Nintendo's early NES games since he's the closest thing to represent them. 2. On the lifebars, thank you even though they're from Zelda 2. The logo did come out pretty well.
1. I can understand that but... i mean other fighting games from OTHERS CREATORS, not only for Nintendo ! (they still need to be in the NES to work) 2. The lifebars and logo looks so good, i only wanted to say that. They come perfectly together.
1. Yeah, Nintendo wasn't the only one who did fighting games for the NES. Cony did fighting games, too. Their most popular work, by the way, is World Heroes 2. 2. Yeah, the lifebars are really fitting indeed.
you forgot hummer team,rex soft,mega soft and super fighter 3 team cony a.k.a old yoko have created best FC SF2 engine in year 1992,but hummer team have used that engine and made bunch of great fighting games ever. also SF3 team have best sprites and engine than hummer team's one. cony had bunch of bad games in their history,their engine have display flicker,bad controls and so on rex soft and mega soft had bad games too,their engines have bad controls but great sprites...
so,maybe king pepe will create this game with 99.55% original characters and 0.55% bootlegs :P anyway he desides about his work.
Title: Re: Famicom Fighters
Post by: KingPepe2010 on December 11, 2013, 10:16:58 pm
1. I can understand that but... i mean other fighting games from OTHERS CREATORS, not only for Nintendo ! (they still need to be in the NES to work)
That's the problem. Yes, I do acknowledge there are other NES fighting games out there but with the helpers, I want to keep them within the same publisher(s) of the fighter since they're meant to represent that company. The only time I might take from more than one publisher is if the character had games under two or more publishers. (whether it would be different publishers in different countries or bootleg game re-releases that were most likely official). This does include bootlegs too. (EX: If I have the protagonist from P.O.W.: Prisoners of War as a character, he can't have Terry Bogard from Hummer Team's Fatal Fury Special NES port mainly because they're two separate publishers even though SNK was responsible for the original Fatal Fury Special)
Title: Re: Famicom Fighters
Post by: Xanden on December 11, 2013, 10:26:47 pm
So much nerdgasm. I'll throw some ideas out at another time, just waiting for download. GOD THIS IS AWESOME.
EDIT: Wait...is Captain N going to be the boss (or mid-boss)?
Title: Re: Famicom Fighters
Post by: KingPepe2010 on December 13, 2013, 03:21:49 pm
Don't bet on Captain N at all, he hasn't appeared in any game.
Title: Re: Famicom Fighters
Post by: TrinitroRoy on December 13, 2013, 03:48:25 pm
B-b-but it's Captain N. He is so iconic to the NES, that he does not have to appear in any NES game.
Title: Re: Famicom Fighters
Post by: Prototype God on December 13, 2013, 07:43:58 pm
Yea, captain N tooottaally made the nes what it is today. When I think NES, I think captain N. The fuck did mario and megaman do for the nes? Captain N's show totally saved the nes from being destroyed by the genesis. Seriously, Captain N starred in a really shitty show and made Simon into a narcissistic prick and megaman into a big ol cunt. Mega fuck captain N.
Title: Re: Famicom Fighters
Post by: TrinitroRoy on December 13, 2013, 10:54:27 pm
Captain N starred in a really shitty show and made Simon into a narcissistic prick and megaman into a big ol cunt. Mega fuck captain N.
Yes, that's the reason WHY Captain N should be playable. As a parody character ala Fat MegaMan, that is.
Title: Re: Famicom Fighters
Post by: Prototype God on December 13, 2013, 11:16:06 pm
Ehhhhhhh, he still only has a gun, and a majority of nes characters have a generic projectile already. The only interesting thing he has is a controller that pauses time, and thats only super material. Also, pepe would have to do his sprites from scratch or make it similar to other characters. There is a lot more interesting characters and even joke characters that are actually in a nes/famicom game. (besides, punching mother brain from that show would be 10 times more funnier anyways.)
Title: Re: Famicom Fighters
Post by: MR. IBZS II on December 13, 2013, 11:23:22 pm
Random question: Why does Simon have a Somersault/Flash Kick?
Title: Re: Famicom Fighters
Post by: KingPepe2010 on December 14, 2013, 03:33:02 am
References are fine though if they're not directly related to the character. (one of Simon's moves might seem a bit familiar to a certain Belmont's skill...)
Mainly me and Kabukiguy were trying to come with anti-air specials for Simon until we decided to do something like Richter Belmont's back flip and made it more...Flash Kick-y I guess you can say.
Title: Re: Famicom Fighters
Post by: MR. IBZS II on December 14, 2013, 04:46:45 am
In that case, Mario's Level 3 could be the 1up cheat!
Title: Re: Famicom Fighters
Post by: KingPepe2010 on January 15, 2014, 05:39:50 am
oh god this took too long to come out I'm so sorry https://www.mediafire.com/folder/2fv4yh43d5b6i/Famicom%20Fighters Mirror Link: http://mcjimmy.piblu.info/files/Famicom%20Fighters%20%281-14-14%29.zip Yup, the update is finally here after god knows how long. I deeply apologize, irl issues with me as well as other members made this took too long to come out.
Also another preview because why not: (http://imageshack.com/a/img545/9295/z768.png)
Update Details:
Spoiler, click to toggle visibilty
Changes:
System -------- -HOLY CRAP PORTRAITS AND A LOGO -VS music has been added -VS graphic taken straight from Street Fighter Zero 2 97 -HUD has been updated -All helpers have a health bar and a meter bar (showing when they can be summoned again) -Move names are displayed during fight -Fixed glitch involving cancelling moves into others using the pause menu -Fixed glitch involving the pause menu not displaying properly during a super move pause -Fixed glitch involving the pause menu staying on screen.
Characters -------- (General) -Mega Man has been added as well as his stage. -Some frame advantages/disadvantages had to be readjusted
(Mario) -Stopped gaining power during super moves. -Super Fire's damage is now scaled properly. -Air Super Fire's recovery has been increased -Fixed Link's shield not going away after being hit -Luigi's crouch summon damage was nerfed (70 -> 40) -Kirby's crouch summon damage was buffed (80 -> 150) -Link's crouch summon damage was buffed (70 -> 100) -Power Charge speed nerfed
(Urban Champion) -Bubbles and Balloon Fighters helpers added -Health nerfed to 1100 -Doesn't get power off of last hit of EX Fistul Fury -Hurtbox decreased on first hit of Fistful Fury (both normal and ex) -Hurtbox decreased on Standing Light Kick and Standing Strong Kick (Close, second hit) -Triple Rise now has invincibility before he jumps off the ground -Invincibility to all attacks before first punch of Sewer Brawl -UC2P's stand summon damage was buffed (60 -> 100)
(Simon) -Helpers added -Decreased recovery on Dagger Throw (normal and EX) -Whip Swing can't hit on the 4th frame now. -Front dash velocity decreased. -Hurtbox on Air Strong Punch decreased. -EX Fire Whip now requires meter -Fixed bug where EX moves can be used during Medusa's Wrath
Title: Re: Famicom Fighters
Post by: Noside on January 15, 2014, 06:07:02 am
Great news! been waiting! :woeh:
Title: Re: Famicom Fighters
Post by: Prototype God on January 16, 2014, 07:21:31 am
Loving the new changes, can't wait for the next update!
Title: Re: Famicom Fighters
Post by: Synck on January 16, 2014, 07:39:24 pm
I will test it out if is there a bugs...
Title: Re: Famicom Fighters
Post by: Rinsankajugin on January 16, 2014, 08:17:58 pm
Cool game you got on your hands, Pepe!
Odd suggestion, but have you considered Fortran from Dia Shi Ma Li?
Title: Re: Famicom Fighters
Post by: Synck on January 17, 2014, 10:55:24 am
Odd suggestion, but have you considered Fortran from Dia Shi Ma Li?
are you serious? he already have mario...why he need fortran?
by the way,beta isn't bad...I didn't find any bug for now...but megaman's mega buster in QCF_a is really low,I suggest to make buster more powerful like with command QCF+hold a
also what character is next?
Title: Re: Famicom Fighters
Post by: KingPepe2010 on January 17, 2014, 10:00:28 pm
@Rinsankajugin: The problem with Fortran is coming up with a decent moveset for him and the fact his publisher is rather unknown. (I know there's a fake Namco copyright during the intro but I'm not going to rely on that) so in terms of helpers, I got nothing. Besides, I think there might be a better Mario pirate that's not a hack of something (Dian Shi Ma Li is a hack of Bit Corp.'s Jackpot iirc that could get in...
@DuckSS Farm: I might increase the damage a little in a new patch. I'm not sure about having him charge it but I'll experiment with it.
Title: Re: Famicom Fighters
Post by: MR. IBZS II on January 17, 2014, 11:03:55 pm
What about a character in a custom NES style? Or Mari from Kart Fighter? He could summon Ryu from a SF2 pirate, Luigi, and maybe Fortran?
Title: Re: Famicom Fighters
Post by: KingPepe2010 on January 18, 2014, 01:19:34 am
I'm trying to avoid custom characters unless they are actually relevant to the NES/FC (and I mean the console) at least. Mari from Kart Fighter is a possibility but to be honest, I think I would be better off including another character from that game. (also Fortran wouldn't make it as a helper seeing how Ge De Industry Co. didn't publish Dian Shi Ma Li and they didn't publish a Street Fighter II port so no Ryu either)
Had to make an urgent fix: http://www.mediafire.com/download/0qgitodiqd3dinl/Famicom+Fighters+%281-14-14+FIX%29.zip Mirror: http://mcjimmy.piblu.info/files/Famicom%20Fighters%20(1-14-14%20FIX).zip
Spoiler, click to toggle visibilty
Fixes: (Mario) Bumped up the volume on some sounds (Urban Champion) EX Upper Sewer Brawl now actually kills the opponent. Power Launch can also be activated by holding down A+B during the Quick Dash. (This applies to his other moves too but I never mentioned it) Power Launch can't be used earlier than his other moves when using the longer version of the Quick Dash. (Simon) Couldn't pause, now he can (Mega Man) Rushdown name displays correctly.
Title: Re: Famicom Fighters
Post by: KingPepe2010 on January 20, 2014, 03:38:35 am
WIP stage, this should be a pretty big hint on who the next character is... (http://imageshack.com/a/img10/8379/4fni.png)
Title: Re: Famicom Fighters
Post by: Noside on January 20, 2014, 03:40:05 am
Dig Dug! :woeh:
Title: Re: Famicom Fighters
Post by: MR. IBZS II on January 20, 2014, 04:01:32 am
WIP stage, this should be a pretty big hint on who the next character is... (http://imageshack.com/a/img10/8379/4fni.png)
THAT STAGE ROCKS!!!!! Could you add Goombas walking around on Mario's stage, or Bullet Bills flying around, or add cloud scrolling, or it could take place on treetops? Also, Dig Dug's real name is Taizo Hori.
Title: Re: Famicom Fighters
Post by: TrinitroRoy on January 20, 2014, 01:09:17 pm
Yeah, that stage rocks...literaly. Also, I'm already hype for Taizo Hori. Will he also be able to blow his opponents until they pop? That would be awesome, since that happens in the source, and the Taizo Hori character, which we currently have for MUGEN, also proves that this is possible.
Title: Re: Famicom Fighters
Post by: Synck on January 20, 2014, 06:16:38 pm
some namco character would be in that game for sure... hmmm...
Title: Re: Famicom Fighters
Post by: KingPepe2010 on January 21, 2014, 03:48:03 am
@LBP Dorae.: Maybe, I might add Koopas to the stage and turn the stage into 7-3 instead. As for the name, I'm tempted to keep it at "Dig Dug" despite the fact his real name was revealed mainly because that came out way after the NES port.
@Trinitronity: I would have to be crazy to not let him inflate his opponents :P
Title: Re: Famicom Fighters
Post by: MR. IBZS II on January 21, 2014, 02:25:30 pm
I forgot. Is 7-3 the black and white treetop place? If so, maybe the sky could turn between night and day. For Dig Dug, why not call it "Underground"? Bowser's Castle could also be a idea for Mario's stage, too. Maybe Astro Boy could be a suggestion, or King Kong, too?
Title: Re: Famicom Fighters
Post by: Pakeli on January 21, 2014, 08:43:44 pm
Since Pac-Man wouldn't work for a playable character, why not make him an assist to Dig Dug?
Title: Re: Famicom Fighters
Post by: KingPepe2010 on January 23, 2014, 03:06:17 am
@LBP Dorae.: 6-3 is the winter tree top place...which I could swap out with 2-3 maybe. With Astro Boy and King Kong, no on those. Read the character guidelines again.
@Pakeli: ...that's entirely possible to be honest. I'll keep that in mind.
Title: Re: Famicom Fighters
Post by: KingPepe2010 on January 28, 2014, 02:05:28 am
And here is Dig Dug/Taizo Hori's theme for Famicom Fighters!: www.newgrounds.com/audio/listen/564343
Title: Re: Famicom Fighters
Post by: MR. IBZS II on January 28, 2014, 02:41:22 am
What is the rest of his moveset going to be like aside from popping his opponent? Also, what about Kareteka as a character?
Title: Re: Famicom Fighters
Post by: KingPepe2010 on January 29, 2014, 02:43:33 am
He'll probably use some of his other tools like his drill (which would probably be a sliding special attack) of some sort and his jackhammer from Dig Dug 2 will be in one of his supers. I also plan on giving him a special attack similar to E.Honda's Sumo Splash but he comes down holding out a rock. He's going to be a grappler who has close-range and long-range grabs.
Title: Re: Famicom Fighters
Post by: MR. IBZS II on January 29, 2014, 02:52:11 am
You mean like one of Hulk's MvC specials? Hah, a Dig Dug grappler, that's funny to think about. I remember seeing some Co-op Dig Dug game, called Dig Dug Arrangement, where he got bombs and a laser gun. Could that be a attack? What about NxC, too, where he could dig fissures out of the ground to be a trap. Also, would Spelunker and Mr. Do be a assist?
Title: Re: Famicom Fighters
Post by: MrChris on January 29, 2014, 01:49:53 pm
Hi Bro MasterHiggins will be Interesting for your Game..... http://www.spriters-resource.com/resources/sheets/31/33298.png
and his boss too. http://www.spriters-resource.com/resources/sheets/31/33299.png
Title: Re: Famicom Fighters
Post by: KingPepe2010 on January 29, 2014, 02:53:50 pm
In terms of move sets, I'm only sticking with what's on the console. Nothing from future or past games will be used.
Quote
The way the helpers work is like this: One helper from the game and two others from the same games/series/publisher.
This should answer your questions. Also I don't think Mr. Do ever came to the NES to my knowledge. (correct me if I'm wrong though!)
@Shift-DS: I'm already considering Master Higgins but don't expect any of the bosses to show up as a character since I'm solely focusing on protagonists.
Title: Re: Famicom Fighters
Post by: MrChris on January 29, 2014, 03:10:38 pm
Quote
I'm already considering Master Higgins but don't expect any of the bosses to show up as a character since I'm solely focusing on protagonists.
hmmm really and what about kamen no ninja guy? and raoh from hokuto no ken Nes?
-any of the dragons from Bubble Bobble: http://www.spriters-resource.com/nes/bublbobl/
- Villians from the Doki Doki Panic, even tough everyone played it as mario 2 is a different game and the nostalgic factor is pretty high, personally i would go for Mouser or the three headed serpent: http://www.spriters-resource.com/nes/supermariobros2/
- i know its against your considerations but i think a Robocop, assisted by the ED-209 from such game would be awesome
-Little Nemo with all his animals: http://www.spriters-resource.com/nes/lilnemo/sheet/32916/
Title: Re: Famicom Fighters
Post by: Pakeli on January 30, 2014, 04:32:19 am
I believe he's already mentioned something about your suggestions: Nathan Spencer may have a chance Bubble Bobble, maybe... Robocop can't since he comes from another media source Little Nemo, as he had already mentioned, won't be getting in And he also mentioned he's already sticking with protagonists.
Title: Re: Famicom Fighters
Post by: TrinitroRoy on January 30, 2014, 06:40:49 pm
Hey, I have an idea: How about making a story mode, where protagonists have to occasionally fight bosses, like in the Story Mode of Super Smash Bros Brawl?
Title: Re: Famicom Fighters
Post by: KingPepe2010 on January 31, 2014, 12:01:29 am
@Blue Monkey: Yeah Pakeli covered everything. The dragons from Bubble Bobble aren't getting in because they're too small and wouldn't look right resized.
@Trinitronity: Yeah, I'm already considering doing something like that for story mode. :P
Title: Re: Famicom Fighters
Post by: MR. IBZS II on January 31, 2014, 12:10:47 am
Random question: For Mario's movelist, he has the Jueguem Cloud. When will it be avalible, and what will it do?
Title: Re: Famicom Fighters
Post by: Prototype God on January 31, 2014, 12:36:27 am
... it's already in. you press back twice while performing stomp and jugem cloud shall activate.
Title: re: famicom fighters
Post by: Gamerduck13 on February 06, 2014, 08:28:51 pm
hey kingpepe love the project so far. Instead of making the dragons from bubble bobble characters why not make them an assists for dig dug? plus some suggestions: scrooge mcduck (from duck tales) characters from karate champ any of the characters from pro wrestling buster bunny (from tiny toon adverntures) sonic (from world heroes) toad (from Wario's woods) master higgins (from adventure island) dana (from fire n ice) pikachu (from pocket monster)
plus have half protagonists and have half antagonists
Title: Re: Famicom Fighters
Post by: Extremmefan on February 07, 2014, 06:24:01 pm
hey kingpepe love the project so far. Instead of making the dragons from bubble bobble characters why not make them an assists for dig dug? plus some suggestions: scrooge mcduck (from duck tales) characters from karate champ any of the characters from pro wrestling buster bunny (from tiny toon adverntures) sonic (from world heroes) toad (from Wario's woods) master higgins (from adventure island) dana (from fire n ice) pikachu (from pocket monster)
Title: Re: Famicom Fighters
Post by: TrinitroRoy on February 12, 2014, 07:58:20 am
hey kingpepe love the project so far. Instead of making the dragons from bubble bobble characters why not make them an assists for dig dug? plus some suggestions: scrooge mcduck (from duck tales) characters from karate champ any of the characters from pro wrestling buster bunny (from tiny toon adverntures) sonic (from world heroes) toad (from Wario's woods) master higgins (from adventure island) dana (from fire n ice) pikachu (from pocket monster)
Please be more patient, goddamnit.
Title: Re: Famicom Fighters
Post by: Gamerduck13 on February 12, 2014, 01:03:28 pm
hey kingpepe love the project so far. Instead of making the dragons from bubble bobble characters why not make them an assists for dig dug? plus some suggestions: scrooge mcduck (from duck tales) characters from karate champ any of the characters from pro wrestling buster bunny (from tiny toon adverntures) sonic (from world heroes) toad (from Wario's woods) master higgins (from adventure island) dana (from fire n ice) pikachu (from pocket monster)
Please be more patient, goddamnit.
well sorry trinitronity.i thought kingpepe missed that.
Title: Re: Famicom Fighters
Post by: Extremmefan on February 12, 2014, 05:51:06 pm
He need to work on his characters and his stages. I know a bit about characters and i can say i already did very good work, especially the supers and the hypers.
Title: Re: Famicom Fighters
Post by: KingPepe2010 on February 12, 2014, 07:11:52 pm
Oh oops, yeah I did miss that. Sorry nesmaster! Anyways:
hey kingpepe love the project so far. Instead of making the dragons from bubble bobble characters why not make them an assists for dig dug? plus some suggestions: scrooge mcduck (from duck tales) Not getting in. characters from karate champ ...didn't think of these guys before. Maybe? Don't know, there might be better characters from Data East. any of the characters from pro wrestling Yeah, I'm considering adding someone from that game. buster bunny (from tiny toon adverntures) Not getting in. sonic (from world heroes) Eh, I guess that's a possibility. I haven't thought about anything with Cony. Expanding the movelist should be fun since I'm only considering stuff done by Cony and not anyone else so don't expect anything from other Sonic games. toad (from Wario's woods) ...I guess Toad does sort of get by this because the game is technically a Wario series game and not a Mario game but there's WAY more and better characters I can use on the roster. master higgins (from adventure island) Already considering him dana (from fire n ice) Not entirely sure tbh although he would be interesting pikachu (from pocket monster) Ok, the major problem with this is the moveset I'm staying outside of non-NES games and I would rather keep it moves that were from games published by the same publisher(s)...but Pocket Monsters has no known publisher. There's only like two other games (Panda World and Super PoPo Adventure) which are related due to using a similar engine but other than that, it's a bit limiting. So Pikachu probably won't have a high chance.
plus have half protagonists and have half antagonists I'd rather make the main roster contain only protagonists to represent much more of the console.
Title: Re: Famicom Fighters
Post by: Extremmefan on February 13, 2014, 06:04:30 pm
Just thought of something, Bomberman and Pikachu could be Dig Dug's helpers.
Title: Re: Famicom Fighters
Post by: TrinitroRoy on February 13, 2014, 06:05:29 pm
Pikachu can use Thunder for a first attack, and Quick Attack for the second attack. Quick Attack is the contrary of Dig Dug in-game slow movement.
This is random as f***. And you still haven't explained to me, what POKéMON has to do with Dig Dug.
No big words, this isn't random. Besides, if you ask me, Dig Dug's ability to make his ennemies explodes sounds like a POKEMON ability.
No, it doesn't. Do you even play POKéMON? I guess not. And it is random. Oh, and you still haven't answered: What the hey has POKéMON to do with Dig Dug?
Title: Re: Famicom Fighters
Post by: Extremmefan on February 13, 2014, 07:31:18 pm
Pikachu can use Thunder for a first attack, and Quick Attack for the second attack. Quick Attack is the contrary of Dig Dug in-game slow movement.
This is random as f***. And you still haven't explained to me, what POKéMON has to do with Dig Dug.
No big words, this isn't random. Besides, if you ask me, Dig Dug's ability to make his ennemies explodes sounds like a POKEMON ability.
No, it doesn't. Do you even play POKéMON? I guess not. And it is random. Oh, and you still haven't answered: What the hey has POKéMON to do with Dig Dug?
Please, i had problems just thinking of it, could you leave alone a second, please? Could, at least, give me a break?
Title: Re: Famicom Fighters
Post by: Koju-kun on February 13, 2014, 07:42:56 pm
He's trying to ask what the correlation between Dig Dug (a Namco property if memory serves) and Pokemon (a Nintendo property [which has already been represented in this game]). Maybe Pac-Man as he and Dig Dug are owned by Namco, but not Pokemon, seeing that Nintendo is being represented by Mario, Link, Luigi and Kirby.
Title: Re: Famicom Fighters
Post by: Extremmefan on February 13, 2014, 08:02:15 pm
He's trying to ask what the correlation between Dig Dug (a Namco property if memory serves) and Pokemon (a Nintendo property [which has already been represented in this game]). Maybe Pac-Man as he and Dig Dug are owned by Namco, but not Pokemon, seeing that Nintendo is being represented by Mario, Link, Luigi and Kirby.
I know. I tried to put a correlation between them. But seing that Simon has helpers that i don't really know if they are Konami's chars...
Title: Re: Famicom Fighters
Post by: Gamerduck13 on February 14, 2014, 12:02:05 am
He's trying to ask what the correlation between Dig Dug (a Namco property if memory serves) and Pokemon (a Nintendo property [which has already been represented in this game]). Maybe Pac-Man as he and Dig Dug are owned by Namco, but not Pokemon, seeing that Nintendo is being represented by Mario, Link, Luigi and Kirby.
I know. I tried to put a correlation between them. But seing that Simon has helpers that i don't really know if they are Konami's chars...
lets try to make some helpers here extremmefan so if pikachu wont work as a helper how about this
1st helper would be pooka and fygar: pooka and fygar is from dig dug so that means that they would be assists to dig dug their first attack would be that pooka comes in and hits the player their 2nd attack is that fygar comes and spits fire onto the opponent
2nd helper would be ryu hayabusa: ryu would be a helper cause he got that sword of his.much like link ryu's first attack would be he comes at the opponent and hits them with his sword.His 2nd attack would be that he throws a ninja blade at the foe
3rd and final helper would be mark and bert: mark and bert will be a helper.His first attack is that mark will come in and whack the opponent in the head with a baseball bat.The 2nd attack is that bert will come in and shoot while in the air at the end the pill will wear off and Bert reverts to mark and mark leaves
pretty decent helpers dont you think?you can take my word for it that these helpers might be good.So thats my helpers list for dig dug.
Title: Re: Famicom Fighters
Post by: Extremmefan on February 14, 2014, 05:11:57 pm
He's trying to ask what the correlation between Dig Dug (a Namco property if memory serves) and Pokemon (a Nintendo property [which has already been represented in this game]). Maybe Pac-Man as he and Dig Dug are owned by Namco, but not Pokemon, seeing that Nintendo is being represented by Mario, Link, Luigi and Kirby.
I know. I tried to put a correlation between them. But seing that Simon has helpers that i don't really know if they are Konami's chars...
lets try to make some helpers here extremmefan so if pikachu wont work as a helper how about this
1st helper would be pooka and fygar: pooka and fygar is from dig dug so that means that they would be assists to dig dug their first attack would be that pooka comes in and hits the player their 2nd attack is that fygar comes and spits fire onto the opponent
2nd helper would be ryu hayabusa: ryu would be a helper cause he got that sword of his.much like link ryu's first attack would be he comes at the opponent and hits them with his sword.His 2nd attack would be that he throws a ninja blade at the foe
3rd and final helper would be mark and bert: mark and bert will be a helper.His first attack is that mark will come in and whack the opponent in the head with a baseball bat.The 2nd attack is that bert will come in and shoot while in the air at the end the pill will wear off and Bert reverts to mark and mark leaves
pretty decent helpers dont you think?you can take my word for it that these helpers might be good.So thats my helpers list for dig dug.
Now THAT is a good reasoning. But one question remains: Where the f*** do Mark and Bert comes from?
Title: Re: Famicom Fighters
Post by: Gamerduck13 on February 14, 2014, 06:00:33 pm
He's trying to ask what the correlation between Dig Dug (a Namco property if memory serves) and Pokemon (a Nintendo property [which has already been represented in this game]). Maybe Pac-Man as he and Dig Dug are owned by Namco, but not Pokemon, seeing that Nintendo is being represented by Mario, Link, Luigi and Kirby.
I know. I tried to put a correlation between them. But seing that Simon has helpers that i don't really know if they are Konami's chars...
lets try to make some helpers here extremmefan so if pikachu wont work as a helper how about this
1st helper would be pooka and fygar: pooka and fygar is from dig dug so that means that they would be assists to dig dug their first attack would be that pooka comes in and hits the player their 2nd attack is that fygar comes and spits fire onto the opponent
2nd helper would be ryu hayabusa: ryu would be a helper cause he got that sword of his.much like link ryu's first attack would be he comes at the opponent and hits them with his sword.His 2nd attack would be that he throws a ninja blade at the foe
3rd and final helper would be mark and bert: mark and bert will be a helper.His first attack is that mark will come in and whack the opponent in the head with a baseball bat.The 2nd attack is that bert will come in and shoot while in the air at the end the pill will wear off and Bert reverts to mark and mark leaves
pretty decent helpers dont you think?you can take my word for it that these helpers might be good.So thats my helpers list for dig dug.
Now THAT is a good reasoning. But one question remains: Where the f*** do Mark and Bert comes from?
mark and bert came from monster party and they are a protagonist
Title: Re: Famicom Fighters
Post by: KingPepe2010 on February 14, 2014, 06:01:37 pm
@Updateaemon: Under Could Kateraka be a character? I'm considering him, would be pretty interesting to animate to be honest.
@whatever the heck just happened in this topic
Ok, let me make this clear. If Dig Dug is getting any helpers, it was anything that was under Namco during the NES days. No Bomberman (Taito), no Pikachu (unknown publisher if you're going by the Pocket Mosnters bootleg), no Ryu Hayabasa (Tecmo) and no Mark & Bert (Bandai).
Title: Re: Famicom Fighters
Post by: Extremmefan on February 14, 2014, 06:05:13 pm
@Updateaemon: Under Could Kateraka be a character? I'm considering him, would be pretty interesting to animate to be honest.
@whatever the heck just happened in this topic
Ok, let me make this clear. If Dig Dug is getting any helpers, it was anything that was under Namco during the NES days. No Bomberman (Taito), no Pikachu (unknown publisher if you're going by the Pocket Mosnters bootleg), no Ryu Hayabasa (Tecmo) and no Mark & Bert (Bandai).
NOW everything is clear. (I know that Bomberman can't be a helper but he can still be a character. If Pikachu is from a bootleg game, he will never come in this project).
Title: Re: Famicom Fighters
Post by: MR. IBZS II on February 14, 2014, 06:13:06 pm
The guy from Kung Fu's name is Thomas.
Title: Re: Famicom Fighters
Post by: Extremmefan on February 14, 2014, 06:17:08 pm
@Updateaemon: Under Could Kateraka be a character? I'm considering him, would be pretty interesting to animate to be honest.
@whatever the heck just happened in this topic
Ok, let me make this clear. If Dig Dug is getting any helpers, it was anything that was under Namco during the NES days. No Bomberman (Taito), no Pikachu (unknown publisher if you're going by the Pocket Mosnters bootleg), no Ryu Hayabasa (Tecmo) and no Mark & Bert (Bandai).
NOW everything is clear. (I know that Bomberman can't be a helper but he can still be a character. If Pikachu is from a bootleg game, he will never come in this project).
so we need 2 helpers from namco maybe pac man and galaga can be helpers and Thomas is not by the same publisher so no keiji Thomas
Title: Re: Famicom Fighters
Post by: Extremmefan on February 14, 2014, 06:29:31 pm
@Updateaemon: Under Could Kateraka be a character? I'm considering him, would be pretty interesting to animate to be honest.
@whatever the heck just happened in this topic
Ok, let me make this clear. If Dig Dug is getting any helpers, it was anything that was under Namco during the NES days. No Bomberman (Taito), no Pikachu (unknown publisher if you're going by the Pocket Mosnters bootleg), no Ryu Hayabasa (Tecmo) and no Mark & Bert (Bandai).
NOW everything is clear. (I know that Bomberman can't be a helper but he can still be a character. If Pikachu is from a bootleg game, he will never come in this project).
so we need 2 helpers from namco maybe pac man and galaga can be helpers and thomas is not by the same publisher so no keiji thomas
Good idea! But if Kid Niki gets in, Keiji Thomas could be his helper (Kid Niki Radical Ninja and Kung Fu were both published by Irem Corporation).
Title: Re: Famicom Fighters
Post by: Gamerduck13 on February 14, 2014, 06:46:28 pm
@Updateaemon: Under Could Kateraka be a character? I'm considering him, would be pretty interesting to animate to be honest.
@whatever the heck just happened in this topic
Ok, let me make this clear. If Dig Dug is getting any helpers, it was anything that was under Namco during the NES days. No Bomberman (Taito), no Pikachu (unknown publisher if you're going by the Pocket Mosnters bootleg), no Ryu Hayabasa (Tecmo) and no Mark & Bert (Bandai).
NOW everything is clear. (I know that Bomberman can't be a helper but he can still be a character. If Pikachu is from a bootleg game, he will never come in this project).
so we need 2 helpers from namco maybe pac man and galaga can be helpers and thomas is not by the same publisher so no keiji thomas
Good idea! But if Kid Niki gets in, Keiji Thomas could be his helper (Kid Niki Radical Ninja and Kung Fu were both published by Irem Corporation).
good now were on a roll now all we need to do is to get dig dug his helpers and then we can get the dig dug character finally in famicom fighters
and from what i heard about kid niki maybe he can be a character and for keiji thomas he can be and assist to kid niki
Title: Re: Famicom Fighters
Post by: KingPepe2010 on February 14, 2014, 06:58:13 pm
@Extremmefan: Bootleg game characters are allowed. The reason as to why I ruled out Pikachu is that given the Pocket Monsters bootleg game, it would be hard to do come up with helpers and moves for him since I'm only sticking with what's on the console and the publisher is unknown. This kind of leads me to rely on two other games that use a similar engine: Panda World and Super PoPo Adventure but both of these games involve the character from other media sources. A character like Rocman X or Somari would work because their publishers have already been made clear and they are responsible for a couple of other games. (Rocman X was published by Sachen and Somari has seen releases under Ge De Industry Co./Supertone and N.T./KaSheng) The only things I'm not allowing with bootleg games is using them as excuses to give moves or helpers to other characters (so let's say Haggar from Mighty Final Fight got in, don't expect him to use anything that was from World Heroes 2) and I'm not counting games that were straight-up hacks of licensed or unlicensed games (Pretty much every NES pirate featuring Sonic except World Heroes 2 is ruled out by this since they're existing hacks. EX: Sonic 3D Blast 5 is a hack of Somari. Also don't expect any of those Mario hacks that go above 3 to make an appearance anywhere)
...you are getting the right idea though with Kid Niki's helpers
@nesmaster: Those helpers could work but Galga is a ridiculously huge ship compared to a human...so sadly, that might be a no.
Title: Re: Famicom Fighters
Post by: Gamerduck13 on February 14, 2014, 07:08:15 pm
@Extremmefan: Bootleg game characters are allowed. The reason as to why I ruled out Pikachu is that given the Pocket Monsters bootleg game, it would be hard to do come up with helpers and moves for him since I'm only sticking with what's on the console and the publisher is unknown. This kind of leads me to rely on two other games that use a similar engine: Panda World and Super PoPo Adventure but both of these games involve the character from other media sources. A character like Rocman X or Somari would work because their publishers have already been made clear and they are responsible for a couple of other games. (Rocman X was published by Sachen and Somari has seen releases under Ge De Industry Co./Supertone and N.T./KaSheng) The only things I'm not allowing with bootleg games is using them as excuses to give moves or helpers to other characters (so let's say Haggar from Mighty Final Fight got in, don't expect him to use anything that was from World Heroes 2) and I'm not counting games that were straight-up hacks of licensed or unlicensed games (Pretty much every NES pirate featuring Sonic is ruled out by this since they're existing hacks. EX: Sonic 3D Blast 5 is a hack of Somari. Also don't expect any of those Mario hacks that go above 3 to make an appearance anywhere)
...you are getting the right idea though with Kid Niki's helpers
@nesmaster: Those helpers could work but Galga is a ridiculously huge ship compared to a human...so sadly, that might be a no.
ok ok maybe galaga wont work as a helper or character so maybe mappy could be a helper
Title: Re: Famicom Fighters
Post by: MR. IBZS II on February 14, 2014, 07:32:21 pm
A question: Did I already mention Dr. Mario or Referee Mario being a attack or winpose or taunt somewhere?
Title: Re: Famicom Fighters
Post by: KingPepe2010 on February 14, 2014, 08:29:50 pm
@nesmaster: Yeah, Mappy would work better in that situation.
@Updateaemon: You already mentioned Dr. Mario but as a helper (which wouldn't happen). I'm not sure if I could fit them in. Closest thing I did was make a Dr. Mario palette for Mario.
Title: Re: Famicom Fighters
Post by: Gamerduck13 on February 14, 2014, 10:18:47 pm
@nesmaster: Yeah, Mappy would work better in that situation.
@Updateaemon: You already mentioned Dr. Mario but as a helper (which wouldn't happen). I'm not sure if I could fit them in. Closest thing I did was make a Dr. Mario palette for Mario.
by the way kingpepe you can put up a screenshot on how the work is going so far.(if you want.)
Title: Re: Famicom Fighters
Post by: Extremmefan on February 14, 2014, 10:22:18 pm
@nesmaster: Yeah, Mappy would work better in that situation.
@Updateaemon: You already mentioned Dr. Mario but as a helper (which wouldn't happen). I'm not sure if I could fit them in. Closest thing I did was make a Dr. Mario palette for Mario.
by the way kingpepe you can put up a screenshot on how the work is going so far.(if you want.)
Damn, you're right! i didn't see that!.
Title: Re: Famicom Fighters
Post by: Gamerduck13 on February 14, 2014, 10:25:44 pm
@nesmaster: Yeah, Mappy would work better in that situation.
@Updateaemon: You already mentioned Dr. Mario but as a helper (which wouldn't happen). I'm not sure if I could fit them in. Closest thing I did was make a Dr. Mario palette for Mario.
by the way kingpepe you can put up a screenshot on how the work is going so far.(if you want.)
Damn, you're right! i didn't see that!.
i mean he did not put up a screenshot on how the work is going at all not one single screenshot on how the dig dug work is going.its crazy!!!
Title: Re: Famicom Fighters
Post by: Extremmefan on February 14, 2014, 10:43:44 pm
@nesmaster: Yeah, Mappy would work better in that situation.
@Updateaemon: You already mentioned Dr. Mario but as a helper (which wouldn't happen). I'm not sure if I could fit them in. Closest thing I did was make a Dr. Mario palette for Mario.
by the way kingpepe you can put up a screenshot on how the work is going so far.(if you want.)
Damn, you're right! i didn't see that!.
i mean he did not put up a screenshot on how the work is going at all not one single screenshot on how the dig dug work is going.its crazy!!!
I can understand that.
Title: Re: Famicom Fighters
Post by: KingPepe2010 on February 14, 2014, 11:00:24 pm
Eh, I hate to say it but I have nothing to show currently with Dig Dug because I'm still waiting on his sprites. I do apologize for this. ._.
Title: Re: Famicom Fighters
Post by: Gamerduck13 on February 14, 2014, 11:25:16 pm
Eh, I hate to say it but I have nothing to show currently with Dig Dug because I'm still waiting on his sprites. I do apologize for this. ._.
Don't worry, It's okay.
here is the thing extremmefan im going to work on dig dugs helper icons while you work on the helpers and dig dug character. and here they are: http://www.mediafire.com/download/iev4by7edo9nocc/dig+dug+helper+icons.zip
you can thank me for doing the icons
Title: Re: Famicom Fighters
Post by: Extremmefan on February 18, 2014, 05:39:41 pm
Eh, I hate to say it but I have nothing to show currently with Dig Dug because I'm still waiting on his sprites. I do apologize for this. ._.
Don't worry, It's okay.
here is the thing extremmefan im going to work on dig dugs helper icons while you work on the helpers and dig dug character. and here they are: http://www.mediafire.com/download/iev4by7edo9nocc/dig+dug+helper+icons.zip
you can thank me for doing the icons
I'm just thinking of them, not making them, sorry.
Title: Re: Famicom Fighters
Post by: Gamerduck13 on February 19, 2014, 02:17:49 am
Eh, I hate to say it but I have nothing to show currently with Dig Dug because I'm still waiting on his sprites. I do apologize for this. ._.
Don't worry, It's okay.
here is the thing extremmefan im going to work on dig dugs helper icons while you work on the helpers and dig dug character. and here they are: http://www.mediafire.com/download/iev4by7edo9nocc/dig+dug+helper+icons.zip
you can thank me for doing the icons
I'm just thinking of them, not making them, sorry.
oh.its ok
Title: Re: Famicom Fighters
Post by: Noside on February 19, 2014, 02:48:26 am
@KingPepe2010: I'm wondering about on what characters are you working these days?
Title: Re: Famicom Fighters
Post by: Extremmefan on February 19, 2014, 12:46:40 pm
@KingPepe2010: I'm wondering about on what characters are you working these days?
He think he is working on Dig Dug. And maybe on Kid Niki (i'm not sure).
and maybe samus aran which has a very high chance in getting in cause samus is a protagonist and a female
He already have Mario from Nintendo, why Samus?
@Extremmefan: the thing is that kingpepe said on his deviantart: Yes, Samus is definitely planned to be in. (Yes, I revealed someone, oops :3) When I release the first demo though, she won't be in though just to point out.
so that means is when he releases the whole game samus will be in
Title: Re: Famicom Fighters
Post by: Noside on February 26, 2014, 11:23:31 pm
Link me to his DA please. :3
Title: Re: Famicom Fighters
Post by: Gamerduck13 on February 26, 2014, 11:53:26 pm
ok here it is: http://hammerbro061.deviantart.com/?offset=10#comments
Title: Re: Famicom Fighters
Post by: Noside on February 26, 2014, 11:55:10 pm
Thank you kind sir.
Title: Re: Famicom Fighters
Post by: Extremmefan on February 28, 2014, 09:46:45 pm
I had a bug with Urban Champion, he looked like he was flying. How it really happened : Ennemy UC (short for Urban Champion) summoned his Ballon Fighter ally, My UC attacked with "Rising Upper" (Shoryuken) and got electrocuted by a falling star, and then he looked like he was flying. (http://i57.servimg.com/u/f57/18/44/82/18/mugen010.png) (http://www.servimg.com/image_preview.php?i=18&u=18448218)
Title: Re: Famicom Fighters
Post by: Gamerduck13 on February 28, 2014, 11:02:44 pm
I had a bug with Urban Champion, he looked like he was flying. How it really happened : Ennemy UC (short for Urban Champion) summoned his Ballon Fighter ally, My UC attacked with "Rising Upper" (Shoryuken) and got electrocuted by a falling star, and then he looked like he was flying. (http://i57.servimg.com/u/f57/18/44/82/18/mugen010.png) (http://www.servimg.com/image_preview.php?i=18&u=18448218)
i also had a bug this time it was mario and megaman when mario summoned luigi (stand) megaman shot at the fireball and for no reason when the fireball disappeared it was still there but invisible.
plus when i went into mario's.def file i noticed a move called multistomp i don't know why its there cause i think its a canceled move kingpepe has for mario.But still though i don't know how or why that move is there
Title: Re: Famicom Fighters
Post by: KingPepe2010 on March 02, 2014, 06:25:33 pm
@Noside: I would recommend following this at least since this is where I'll post some FCF stuff: http://famicomfighters.deviantart.com/
@Extremmefan: Noted, will fix this when I get the chance
@nesmaster: I'll take a look at this, thanks for pointing it out. Also you activate the Multistomp by pressing A+B when Stomp successfully connects and you have one meter bar.
Sorry for the lack of progress lately, I've been quite busy with college. I'll try to get back to working on it as soon as I can!
Title: Re: Famicom Fighters
Post by: MR. IBZS II on March 03, 2014, 01:41:27 am
Heh, you might want to see this guy's Youtube channel: http://www.youtube.com/user/alexbaezsant?feature=watch
Title: Re: Famicom Fighters
Post by: Sheng Long on March 03, 2014, 01:55:29 am
Honestly, I don't think that project there comes any close as to THIS project over here. This project seems to do a lot better at being more NES.
Title: Re: Famicom Fighters
Post by: MR. IBZS II on March 03, 2014, 02:02:09 am
Yeah, but you gotta admit those sprites are pretty good. I kinda like it because there's 4 Marios. :D
Title: Re: Famicom Fighters
Post by: TrinitroRoy on March 03, 2014, 08:01:24 am
Title: Re: Famicom Fighters
Post by: MR. IBZS II on March 03, 2014, 12:37:57 pm
*Insert Mario Madness commercial here*
Title: Re: Famicom Fighters
Post by: Gamerduck13 on March 04, 2014, 12:15:43 am
here is awesome dig dug art kingpepe!!!
(http://i.imgur.com/3zqXN3C.png)
hope you like it
Title: Re: Famicom Fighters
Post by: KingPepe2010 on March 04, 2014, 12:27:13 am
...yeah I'm not going to lie. That project doesn't even feel like it's trying to stick to the original console. (also am I the only one that's kind of bugged by the fact it's using the arcade sprites for the Karate Champ character and not the NES sprites?)
@nesmaster: Even though it's nice, Dig Dug has a different sprite here and his helpers aren't finalized either.
Title: Re: Famicom Fighters
Post by: MR. IBZS II on March 04, 2014, 01:39:39 am
I like it because it kinda acts like some weird mesh of original gameplay, but your project is way better in almost every way. Although, I do love it's orginality at some points, specifically the winposes. So there's this, Famicom Hisi Tai, and now that too.
Title: Re: Famicom Fighters
Post by: KingPepe2010 on March 06, 2014, 07:19:18 pm
and I'm just going to leave this here: (http://i.imgur.com/RarmsAl.png)
Title: Re: Famicom Fighters
Post by: R565 on March 06, 2014, 07:22:18 pm
Epic.
Title: Re: Famicom Fighters
Post by: TrinitroRoy on March 06, 2014, 07:26:17 pm
Dig Dug looks way cool there.
Title: Re: Famicom Fighters
Post by: Gamerduck13 on March 06, 2014, 08:29:19 pm
That is way pass cool kingpepe!!!Better than the arcade version of dig dug but you still have lots work to do.You have to work on the helpers,the bug fixes, finding new characters to be in the game all i have to say is good luck to you and your friends kingpepe and maybe you will release dig dug and find some new characters.Your going to need it.
And some more suggestions(they keep on coming):
pitfall harry (from super pitfall) sub-zero (from the mortal kombat pirate) maybe woody (from toy story pirate) toxie (from toxic crusaders) jack(from titenic) jake(from totally rad) clovis(from dragon buster) aladdin(from aladdin(pretty funny cause his name comes from the game))
Title: Re: Famicom Fighters
Post by: MR. IBZS II on March 23, 2014, 08:09:39 pm
Woah, is there still any work on this? Also, what about a character from a NES WWF game. Or a character from M.U.S.C.L.E?
Title: Re: Famicom Fighters
Post by: Omega on March 23, 2014, 09:25:34 pm
Dig Dug is very great man. I enjoyed it's games alot as a kid. He is taller but it makes him more of a fighter for this game. It gives him a more equal look when compared with the other characters you have there.
Title: Re: Famicom Fighters
Post by: Gamerduck13 on March 24, 2014, 01:05:21 am
Woah, is there still any work on this? Also, what about a character from a NES WWF game. Or a character from M.U.S.C.L.E?
i think he is going to consider one of the characters from any of those games (maybe)
Title: Re: Famicom Fighters
Post by: Magma MK-II on March 24, 2014, 03:48:43 pm
Both are licensed games, so no, he won't use either.
Title: Re: Famicom Fighters
Post by: Teitan on March 24, 2014, 04:20:29 pm
dig dug was always one of my favourite nes characters (along with lode runner, dizzy and rygar), very cool that you are working on him for your nes mugen project. i even bought preorder of pac man pc game to own dig dug skin lol so, im looking foward to your project. https://www.youtube.com/watch?v=JmeHoW2wNEQ xD
about character request thingy, i know the bubble bobbles are representative for taito but what about "kick master"? i think it is so underrated game. since it was released in famicon twilight era. but the game was epic! because of incredible replayability value. ive spent on it more time than for whole castlevania playthrough. the game itself had unique system, detailed sprites, and dark atmosphere.. just simply the best for me, among games like castlevania/shinobi/ninja gaiden/sentai..
the another character idea comes to my mind is "magical doropie" (shes a little witch, with broom). don't remember it that good, but it was VERY difficult game, perhaps similar to megaman in some points. the character had possibility to change colors and gain special abilites/shoting modes essential to progress through game. i think your project needs some female characters too!
Title: Re: Famicom Fighters
Post by: MR. IBZS II on March 24, 2014, 08:20:04 pm
He's already considering Samus, but another wouldn't hurt. Famicom Wars could be a boss of sorts or something?
Title: Re: Famicom Fighters
Post by: KingPepe2010 on March 28, 2014, 01:54:46 am
That is way pass cool kingpepe!!!Better than the arcade version of dig dug but you still have lots work to do.You have to work on the helpers,the bug fixes, finding new characters to be in the game all i have to say is good luck to you and your friends kingpepe and maybe you will release dig dug and find some new characters.Your going to need it. Heh, thank you!
And some more suggestions(they keep on coming): pitfall harry (from super pitfall) Interesting bad game candidate but I'm not entirely sure how I can turn him into a proper character sub-zero (from the mortal kombat pirate) My biggest problem with characters that appear in pirated ports is I can't use anything from their future selves as I stated in the character guidelines referring to movesets and I don't entirely feel comfortable having to make up supers. I guess in Sub-Zero's case, I can make up stuff and get away with it but I'll have to see where the roster goes though in the future if I want to include him. If anything, I'll probably use the variation from Hummer Team's Mortal Kombat II Special. maybe woody (from toy story pirate) (Read the character guidelines again) toxie (from toxic crusaders) (Read the character guidelines again) jack(from titenic) (Read the character guidelines again) jake(from totally rad) (Wow, I completely forgot about this game. I'll think about it) clovis(from dragon buster) (Eh, this is one of those characters whose too sword-reliant and I can't imagine him punching and kicking.) aladdin(from aladdin(pretty funny cause his name comes from the game)) (Read the character guidelines again)
@Omega: Yeah, it had to happen since keeping him short would seem strange compared to the other fighters.
@Teitan: I'll be honest, Thonolan is kind of begging to be included in this game. He's already got a wide arsenal of kicks and I could incorporate some of his magic as well. The other thing is I can't really include Bub anyways; he's too short and trying to resize him wouldn't be a good idea so I'm going to need someone else for Taito...
And yeah, I'm already considering Francesca/Doropie. She's probably the best character I can think of to represent Vic Tokai (other than Bang from Clash at Demonhead) and yeah, having another female character would be nice.
Progress has been slow lately, I'm currently working on Samus's basic attacks but there's nothing really interesting I can show off from that so um...have Samus waving at Dig Dug: (http://i.imgur.com/U94dHoU.png) (yes her taunt is a reference to one of Metroid's endings)
Title: Re: Famicom Fighters
Post by: KingPepe2010 on April 05, 2014, 04:12:05 am
Showing off Samus's stage here a bit (Kraid's Hideout): (http://i.imgur.com/JBEbRdE.png)
Title: Re: Famicom Fighters
Post by: Noside on April 05, 2014, 04:35:45 am
Cool stage, that uppercut!
Title: Re: Famicom Fighters
Post by: Gamerduck13 on April 05, 2014, 03:05:37 pm
Thats awesome kingpepe!!!Now were going to have 2 characters dig dug and samus!!!This game is getting better by the second.
Title: Re: Famicom Fighters
Post by: MR. IBZS II on April 06, 2014, 12:04:54 am
Random question: Will there be a Dragon's Lair, Amagon, or Kateraka stage? Also, will Superman, Arthur or Goemon be a character?
Title: Re: Famicom Fighters
Post by: Jiggeh on April 06, 2014, 09:03:53 pm
If you are planning on not including characters from movie license games, then that would rule out Thomas from Kung Fu, since the game is based on the Jackie Chan movie Wheels on Meals (or Spartan X in Japan). They didn't bother using the movie or Jackie Chan's name to market the game overseas since neither carried any weight at the time, but that doesn't mean the character didn't originate outside the game.
Title: Re: Famicom Fighters
Post by: KingPepe2010 on April 07, 2014, 08:23:01 pm
@Yotoaemon: For the stages, it's possible for all of them. I'm considering adding extra stages in the game. For the characters...read the guidelines for Superman. Arthur and Goemon might make it in but I'm not entirely sure yet.
@Jiggeh: Yeah, I'm not entirely sure with Thomas since he's a borderline case. This isn't like for example, how Shatterhand made up a completely new protagonist when it got localized. Of course, I could just treat him like if he was from the Kung Fu version and just stay away from any Spartan X references (...not sure if I should include anything from the Japanese-only sequel because that one doesn't even try to be like the original movie iirc) but I guess that's stretching it.
Title: Re: Famicom Fighters
Post by: Gamey DJ on April 09, 2014, 05:44:26 am
Could Duck Hunt Dog be a character? Oh and Pepe I'm makin a sprite for Little Mac. Ill post it tomorrow if you want it.
Title: Re: Famicom Fighters
Post by: Gamerduck13 on April 09, 2014, 11:43:59 pm
Could Duck Hunt Dog be a character? Oh and Pepe I'm makin a sprite for Little Mac. Ill post it tomorrow if you want it.
for mr.duck hunt dog he could have a possible chance in getting in (he could add the laugh as a taunt and the zapper as his weapon) and for the little mac sprite me and kingpepe could check out his sprite.So you can post it tomorrow.
plus i made a standing animation for pit samus's helper so here it is (http://i.imgur.com/XUCi8vu.gif)
Title: Re: Famicom Fighters
Post by: Gamey DJ on April 10, 2014, 12:45:06 am
Here's my mac: (http://i58.servimg.com/u/f58/17/33/19/03/little10.png) Needs work yes, but it is a good 1st sprite. #HumbleBrag
Title: Re: Famicom Fighters
Post by: KingPepe2010 on April 19, 2014, 08:58:13 am
@nesmaster: That's not bad. Part of his hand seems to disappear in the animation but that could work.
@Gamey DJ: Not bad but for FCF, the sprite itself is way too big.
Anyways, some screenshots of Samus: (http://i.imgur.com/m3fuv2N.png) (http://i.imgur.com/JqlGuPE.png) (http://i.imgur.com/fLLxOng.png) (http://i.imgur.com/Sr04M7S.png)
Title: Re: Famicom Fighters
Post by: KingPepe2010 on May 05, 2014, 09:35:19 pm
holy crap a video: https://www.youtube.com/watch?v=0D42aJqY4Ec
Pretty much goes into Samus's current moveset for the game.
Title: Re: Famicom Fighters
Post by: Gamerduck13 on May 07, 2014, 03:09:03 am
Hey there pepe I knew the mine field is a super once I saw the image anyways I like the idea of adding samus in the game cause you know every game needs a female character like doropie and many others
Title: Re: Famicom Fighters
Post by: Blondreamer on May 15, 2014, 10:51:18 am
I would like to see Ninten (from Mother) in this game. I dunno, I think he has potential.
Title: Re: Famicom Fighters
Post by: KingPepe2010 on May 16, 2014, 04:14:36 am
Maybe, his sprites might need a total overhaul since they're really small.
Title: Re: Famicom Fighters
Post by: Gamerduck13 on May 17, 2014, 03:11:44 am
Maybe, his sprites might need a total overhaul since they're really small.
He is right blondreamer he could of been a helper cause his sprites are so small and he can't be resized.Good thing he is getting a overhaul.
Title: Re: Famicom Fighters
Post by: KingPepe2010 on May 17, 2014, 05:11:01 am
Well, Ninten can be resized without his sprites totally looking off since he's human-like. With that rule, I was mainly referring to characters like Kirby or Bub who would look totally off being resized.
Title: Re: Famicom Fighters
Post by: MR. IBZS II on May 17, 2014, 06:09:51 am
Will you put a ninja in the game? There's a lot of options for characters and helpers out there... And, will you make more lifebar themes? A Mario or Kirby's Adventure themed one would look awesome!
Title: Re: Famicom Fighters
Post by: KingPepe2010 on May 19, 2014, 04:02:17 pm
Yeah, I think at least one ninja needs to be included given how many ninja games there were. :P
...you know what, extra lifebars for the game wouldn't be a bad idea. I should experiment with that at some point.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on June 04, 2014, 06:34:32 pm
Oh hey, FCF now has a subforum! Basically, I'll turn this thread into a normal progress thread. If you want to request characters, go to the character request thread.
Been working ahead a little, might as well give a hint for a character I have planned.
The future character I have in mind will have this guy as a helper: (http://i.imgur.com/mzpWkOY.gif)
Title: Re: Famicom Fighters (Progress Thread)
Post by: MR. IBZS II on June 04, 2014, 10:50:47 pm
Isn't EWJ NES a pirate?
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on June 05, 2014, 12:30:38 am
Yeah and pirates are allowed for this game.
Title: Re: Famicom Fighters (Progress Thread)
Post by: churrasco on June 19, 2014, 10:42:17 pm
ice climbers?
Title: Re: Famicom Fighters (Progress Thread)
Post by: MR. IBZS II on June 19, 2014, 10:51:22 pm
They appear in the background in the UC stage.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Gamerduck13 on June 30, 2014, 03:56:02 pm
Hey pepe long time no see.I got a question:
Why did you not add any ljn characters?
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on July 03, 2014, 04:08:59 pm
There aren't any LJN games that could be considered "original", so I don't have anything to represent them.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Neros Urameshi on July 31, 2014, 06:05:18 am
I have some good suggestions for who could be used for Mugen Famicom Fighters.
Black Mage (Final Fantasy) Raphael (Teenage Mutant Ninja Turtles) Alex (River City Ransom) Yoshi
Title: Re: Famicom Fighters (Progress Thread)
Post by: Gamerduck13 on August 01, 2014, 01:47:47 pm
I have some good suggestions for who could be used for Mugen Famicom Fighters.
Black Mage (Final Fantasy): he could have a possible chance in getting in Raphael (Teenage Mutant Ninja Turtles): he cant get in cause he has a weapon and will look odd without his weapon Alex (River City Ransom): he has a possible chance in getting in Yoshi: im not sure.coming up with a moveset for him is hard
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on August 02, 2014, 03:59:36 am
@Neros Urameshi: Black Mage - Probably the best Square Enix representative I can think of, especially with the wide array of magic he can use. Alex - Has a pretty high chance of getting in. (Although he'll probably stay under the "Kunio-Kun" alias instead) The others conflict with the character rules I posted.
Also, I'm sorry for the lack of updates. Progress has been mainly slow for Dig Dug's sprites but I'll try to keep things updated. ^^;
Title: Re: Famicom Fighters (Progress Thread)
Post by: Mugenman2 on August 11, 2014, 06:05:08 pm
I suggest Ryu Hayabusa(Ninja Gaiden) and Leonardo(TMNT)
Title: Re: Famicom Fighters (Progress Thread)
Post by: Gamerduck13 on August 11, 2014, 06:43:31 pm
Is it anything that has to do with Nintendo that gets in?
no it can be any company but not any cartoon characters such as bugs bunny,donatello and it should not be movie companys such as ljn
also sonic is a good suggestion but don't expect anything that he did from the sega games to be in the game
Title: Re: Famicom Fighters (Progress Thread)
Post by: Mugenman2 on August 11, 2014, 09:43:49 pm
Ok but I at least expect spin-dash
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on August 14, 2014, 12:11:39 am
If Sonic gets in, both bootleg games I know he appears in both have a spin dash so that might happen. There's a possible chance he might get in.
Title: Re: Famicom Fighters (Progress Thread)
Post by: LuckiiBub on August 15, 2014, 05:33:35 pm
Sorry to just jump in out of nowhere,
But how about Bub and Bob from Bubble Bobble? I haven't seen any duel characters in MUGEN before, so I'm guessing that can happen.
Either that or Bub can be a separate character, and Bob could be one of his helpers.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Omega Shironeko on August 16, 2014, 11:40:25 pm
If you were to come up with a good moveset for Sonic the hedgehog. I'm the guy your looking for.
Spoiler, click to toggle visibilty
Sonic's Moveset: Specials Ring Toss: D,DF,F, (a) Roll: B,DB,D,DF,F, (a)+(b) Roll Jump: F,D,DF, (a) Hypers Spin Dash:D,DF,F,D,DF,F, (a) Light Speed Attack: {B}, F, (b) Ring Rain: D,D,D (a) Super Sonic Dash: D,DF,F,DF,D,DB,B, (a)+(b) (HY) Helpers Motobug: Stand - Will try to ram the opponent but does it at a slow speed, he is invincible because he is made of steel. Crouch - He will drop on the opponent, and after the opponent falls he will run over him. and... That's it. Reply If you know any other helpers from bootleg games :P
P.S This will be the only character to be from a bootleg in the game
Title: Re: Famicom Fighters (Progress Thread)
Post by: rukifellth on August 22, 2014, 02:53:12 am
Hi I'm back from Summer.
I've been working on animating Famicom (Famiko?) and am almost done with all her basics.
As you can see, they're not super smooth in animation like yours, but I've been trying to be imaginative with her repertoire of basics moves, basing them on many different NES games (she is a representative of the console after all)
Hope you like it so far. :)
Also, I have figured out who her strikers would be:
GloveBaller: The flying metal glove from Super Gloveball the Power Glove game. He throws a ball that bounces around the screen.
Duck Hunt Dog or Hogan's Alley Thug: Representing the Zapper, the dog would leap towards the opponent and knock them down, while the Thug would slowly approach before facing forward, attacking the full screen with a shot (but the opponent has plenty of time to retaliate before he strikes)
ROB the Robot: Representing... himself, he could probably cause pillars fall down from the ceiling like in Gyromite.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on August 25, 2014, 10:51:27 pm
Ok, I need to get things back on track with this project. I've been focused with everything else lately that I've kind of forgot about it. It also doesn't help that Dig Dug's been lagging behind as well. (so yeah, next update might just have Samus only, sorry everyone)
@OmegaAngryGrandpa: Not entirely sure, Bub's rather short but I think if I resize him, it'll seem strange compared to the other characters (unlike Dig Dug or Bomberman). He might be a helper instead, not entirely sure.
Ok, here's a problem with the moveset: I want to keep everything at least under one publisher and I'm trying to avoid hacks of other bootlegs/licensed games. In this case, Sonic would be based off of his World Heroes 2 (and not something like Sonic 3D Blast 5) appearance so the use of rings would be left out. There wouldn't be a Motobug either since any hack/game I can think of never featured one either. If he does get in, I'll think of something for his moveset.
@rukifellth: I'll talk to you through PM about this.
Title: Re: Famicom Fighters (Progress Thread)
Post by: johnson9697 on August 29, 2014, 04:23:12 am
Hey remember Maniac Mansion? Why not the front of the mansion as a stage? It's a classic point and click game!
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on August 30, 2014, 04:37:04 pm
...that's actually a pretty cool idea! I'll definitely consider that.
Title: Re: Famicom Fighters (Progress Thread)
Post by: rukifellth on August 30, 2014, 09:21:49 pm
By the way Pepe, did you get my PM?
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on August 30, 2014, 10:40:21 pm
Yeah, sorry about that. Forgot to respond. ._.
Title: Re: Famicom Fighters (Progress Thread)
Post by: rukifellth on August 30, 2014, 10:50:32 pm
No problem, just wanted to tell you. XD
Title: Re: Famicom Fighters (Progress Thread)
Post by: johnson9697 on August 31, 2014, 02:31:56 am
Seriously, I like your work, your Hammer Bro is one of my main characters. :) Your idea is great. Make a fighting game based on classics NES games is so good.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on September 01, 2014, 07:14:36 am
Heh, thank you! I guess you could consider my older characters was just me fooling around with the concept of doing this. (...although I might update Hammer Bro in the future, I think he could be better tbh)
Title: Re: Famicom Fighters (Progress Thread)
Post by: Extremmefan on September 06, 2014, 10:27:30 pm
Please don't forget Kid Niki. I would also really like if you could show your current progress (or at least, a recent screenshot).
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on September 07, 2014, 05:41:14 pm
I'm still thinking about him. I wish I can show some progress right now but the only thing I'm currently working on is AI which...there isn't anything I can really show with that I think. ._.
Title: Re: Famicom Fighters (Progress Thread)
Post by: rukifellth on September 09, 2014, 12:28:38 am
So how's it going with the computer fix Pepe?
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on September 09, 2014, 01:41:16 am
My dad had another PSU that was lying around that would work fine for my computer so I was able to swap them around.
Title: Re: Famicom Fighters (Progress Thread)
Post by: O Ilusionista on September 17, 2014, 07:33:15 pm
KingPepe, I saw a video about your game accidentally at Youtube and man...this is AWESOME. I just loved all the small details you made, it looks very balanced and all elements matches each other.
Keep the good work!
Title: Re: Famicom Fighters (Progress Thread)
Post by: DJ_HANNIBALROYCE on September 17, 2014, 08:47:34 pm
king pepe...u are the fucking man for this!!! ive been really getting into puttin chars from NES in mugen and ur HammerBro was 95% of the inspiration. the other 5% goes to my mom. :) but u are definitely the NES MUGEN King
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on September 19, 2014, 05:47:46 am
Heh, thanks for the comments. :D
Hopefully, this update will come out this month if everything goes well...
Title: Re: Famicom Fighters (Progress Thread)
Post by: O Ilusionista on September 27, 2014, 09:36:53 pm
Any working link for the last demo? The mediafire link was blocked (http://i.imgur.com/VYzOdVD.png)
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on September 27, 2014, 10:21:32 pm
...that is strange, I just tried the one on the first post and it doesn't appear to be blocked. ._.
Here's an alternate link then: http://famicomfighters.mcjimmy.net/Famicom%20Fighters%20%281-14-14%20FIX%29.zip
Title: Re: Famicom Fighters (Progress Thread)
Post by: Omega Shironeko on November 04, 2014, 02:32:29 am
Ok... This is strange. No update yet and no posts with 30 days! That's even more strange! Is this project dead or is everyone playing SSB4 for the fun of it?
Title: Re: Famicom Fighters (Progress Thread)
Post by: PlasmoidThunder on November 04, 2014, 08:30:50 am
Because people can only be working on their MUGEN stuff :L
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on November 08, 2014, 02:53:44 am
Yeah, we've been kind of busy lately so there hasn't been much progress. Sorry about that. ._.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on December 03, 2014, 12:23:42 am
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on December 03, 2014, 05:03:47 am
Those portraits aren't exactly mine; the Samus portrait was by rukifellth and the Mega Man portrait was by Star-Spangled Shazam (who is not on this forum). The only thing I did was the borders and the name tags really. ^^;
Title: Re: Famicom Fighters (Progress Thread)
Post by: Gamerduck13 on December 07, 2014, 04:17:34 pm
hey kingpepe long time no see.I thought about some stages for your game.One of them is the half pipe from California gamesIt would show the guy skateboarding on the half pipe while the characters fight on the ground.The music would be the California games half pipe theme. Next up is the rooms from Dick Tracy.In the stage It would take place in 4th and B Shoe repair it would have Tracy walking back and forth and sometimes shooting his gun at the bad guys.The music is going to be the case theme. The final stage would be World 1-4 from smb.In this stage bowser will be shooting fire in the background where you fight him (and the axe will be there too)anyways the music will be the castle theme from smb1
Well those are my ideas for the stages.Let me know what you think.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on December 08, 2014, 01:26:21 am
hey kingpepe long time no see.I thought about some stages for your game.One of them is the half pipe from California gamesIt would show the guy skateboarding on the half pipe while the characters fight on the ground.The music would be the California games half pipe theme. Next up is the rooms from Dick Tracy.In the stage It would take place in 4th and B Shoe repair it would have Tracy walking back and forth and sometimes shooting his gun at the bad guys.The music is going to be the case theme. The final stage would be World 1-4 from smb.In this stage bowser will be shooting fire in the background where you fight him (and the axe will be there too)anyways the music will be the castle theme from smb1
Well those are my ideas for the stages.Let me know what you think.
To be honest, those are some decent stage ideas. I'm not sure about Bowser's inclusion in the game though but I might make the castle an extra stage.
System -------- -Menu, character select and VS screen overhauls. -OH MY GOD THERE'S VICTORY QUOTES -Everyone now has AI.
Characters + Stages (there's probably a lot of balance changes for the characters I might've missed) -------- (General) -Samus has been added as well as her stage. -Dig Dug's stage has been added as well as one more extra stage... -Power Charge sound has been changed. -Characters will flash during invincibility frames.
(Mario) -Knock back decreased on Fireball. -Raccoon Tail has an active frame and travels faster. -EX Racoon Tail should not be able to release a caught opponent. -Hammer Wreck juggles better and can destroy special projectiles. -Multistomp's command window is tighter if you try pressing A+B when the Stomp connects but you can hold A+B during Stomp's jump and if it hits, it'll activate.
(Urban Champion) -Wider jump arc -Standing Strong Punch, Crouching Hard Punch, and Crouching Light Kick startups were decreased -Crouching Light Kick has a slightly larger hitbox. -Jumping Kicks have a slightly longer hitstun, Jumping Strong Kick has less knock back. -Quick Dash (Punch version) is invincible to projectiles and throws during the beginning of the move. -Quick Dash (Kick version) travels slightly less distance and shouldn't pass through opponents now. -Dash Punch can punch through special projectiles. -Power Launcher sends the opponent a little less higher up. -Power Charge gains a little less power. -Guard Attack has UC doing a high punch. -A 2nd dodge can be preformed by hitting back twice during Counter Attack. You can still do a projectile-invincible dash during the 2nd dodge. -Fistful Fury's hitboxes (both normal and non-EX) extend to the ground (can't dodge this, Mario) -Fixed a gltich with Scapegoat where UC would get hit during the super pause animation. -Sewer Brawl is invincible all the way if you land a successful punch and it juggles better.
(Simon) -Forward dash travels less distance, backwards dash is slower -Standing strong punch has more recovery -Guard attack was changed into a hop kick. -Dagger Toss has more startup and recovery, dagger's knockback is less. -Backflip (both normal and EX) startup was decreased -Whip Swing has increased startup and recovery. Can now hit Mario while crouching, can bypass Mega Man's Star Crash and can hit projectiles properly. Hitting with the tip of the whip can knock an opponent down and do more damage. -Holy River now only spawns 4 flames but can be canceled from Dagger Toss. -Medusa's Wrath will only spawn Medusas from behind Simon -Kid Dracula throws out two fireballs and his crouch summon attack has less startup.
(Mega Man) -Crouching Strong Punch now launches opponents into the air. -Startup increased in normal Mega Buster, shots do less knockback. -Can't use Mega Buster when the Star Crash projectile is on screen and vice versa. -Startup decreased on Star Crash but the stars themselves can be destroyed by super projectiles before being fired. -Level 3 starts up 3 frames faster, invincible for the startup -Protoman shoots 3 bullets per jump in the stand summon. During his crouch summon's entrance, he automatically appears.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on December 12, 2014, 05:17:36 am
Updated to include a few bug fixes: http://famicomfighters.mcjimmy.net/Famicom%20Fighters%20-%2012-11-2014.zip
Mario ------------ Luigi's fireball does not go invisible/change colors after Luigi leaves the screen. Cannot be interrupted during his Level 3 if it connects.
Urban Champ ------------ EX Fists of Fury now requires meter
Samus ------------ Cannot be interrupted during her Level 3 if it connects Pit standing summon attack takes the correct amount of power now.
Mega Man ------------ Firebrand crouch summon now takes meter Elec Beam does not screw up with Urban Champion on kill
Title: Re: Famicom Fighters (Progress Thread)
Post by: MotorRoach on December 12, 2014, 05:31:31 am
Just tried it out, and loving how things are looking so far~
Title: Re: Famicom Fighters (Progress Thread)
Post by: Gamey DJ on December 14, 2014, 05:58:32 pm
Awesome work Pepe. Love that Blinky easter egg. But I still think that Duck Hunt Dog would be a perfect addition. Think about it, his partners would be ducks, wild gunman, and excitebiker and his moves and specials would consist of clays, and dog-like tricks. Just fit for fighting, though the only trouble of this would be his victory quotes. "Bark", "Ruff Ruff" and "OOOOOOoooooww" are some good one though lol.
Title: Re: Famicom Fighters (Progress Thread)
Post by: MR. IBZS II on December 14, 2014, 07:25:29 pm
Lifting up his leg is another idea.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on December 23, 2014, 01:52:12 am
@Gamey DJ: Yeah, I've been needing a Zapper representative and I was either considering the Duck Hunt dog or a Wild Gunman outlaw. Trying to do the victory quotes for the Duck Hunt dog would be interesting though. :P
Title: Re: Famicom Fighters (Progress Thread)
Post by: Gamey DJ on December 23, 2014, 04:57:17 am
@Gamey DJ: Yeah, I've been needing a Zapper representative and I was either considering the Duck Hunt dog or a Wild Gunman outlaw. Trying to do the victory quotes for the Duck Hunt dog would be interesting though. :P
Dude Id even help you sprite him. I know I made a very bad lookin little mac back in the day but I can be better at spriting when its a small sprite with a little palette. Plus anything I could help with your spriting now?
Title: Re: Famicom Fighters (Progress Thread)
Post by: Omega Shironeko on December 26, 2014, 10:44:47 pm
I think I know what character your working on next. I can tell from playing the game. :P Anyways Nice Job Pepe. If we keep up at this pace the game will be finished in no time. (Besides the suggestions)
Its not Blinky, Its Clyde. Can't you tell from its color palette? (Well, It was back in the NES Days)
Title: Re: Famicom Fighters (Progress Thread)
Post by: johnson9697 on December 27, 2014, 12:11:10 am
Hey Pepe, did you thing about the Maniac mansion Stage? And why not put the Dave as a fighter? or Dr.Fred :P
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on December 29, 2014, 05:38:05 pm
@Gamey DJ: At the moment, no. However, if I need help for something in the future, I'll contact you. Thanks for the offer. :P
@johnson9697: I haven't done anything with that idea yet tbh. ._. As for Dave, I need to see what kind of moveset I can come up with him. Dr. Fred would have to be a no since he's not the protagonist in this case.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on February 02, 2015, 12:52:45 am
...so I think we got ninjas in Famicom Fighters now
6 Weeks have past. I just beat Earthbound in that time. So everyone is busy with school and MUGEN Projects.
Hopefully MC Jimmy got the theme done, because I would LOVE to hear it ^_^
Yo man, not trying to be the mugen police or anything but don't bump his thread like that, it's annoying and it misleads people who think it's an update
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on May 09, 2015, 08:13:55 pm
Oh hey, a video on Bomberman's moveset is here!: https://www.youtube.com/watch?v=-KB62de86v8
Title: Re: Famicom Fighters (Progress Thread)
Post by: Omega Shironeko on May 12, 2015, 12:10:12 am
I was thinking of maybe getting a NES USB Controller for this game. So that I can get the feel of it if it was released in the NES Days.
Title: Re: Famicom Fighters (Progress Thread)
Post by: MC Jimmy on May 12, 2015, 05:25:21 pm
I was thinking of maybe getting a NES USB Controller for this game. So that I can get the feel of it if it was released in the NES Days.
That's the way I play. I have a USB adapter for my controller.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Mr. Nate on May 14, 2015, 01:24:57 am
I'm liking this mugen game ever since I downloaded it. I'm actually using the dig dug and urban champion stages in MY mugen motif.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Gamerduck13 on July 13, 2015, 05:24:46 pm
hey kingpepe it has been a long time since people did not post anything on this topic for 30 days! I am being serious! I bet you were working pretty hard too! Bomberman looks pretty cool along with ryu and dig dug! I hope you can get those 3 done! I cant wait to play as them!!!
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on July 25, 2015, 04:57:14 pm
@Mr. Nate: Thank you! Nice to hear that the stages will work fine in MUGEN too. :D (at some point, I might convert some characters for standard MUGEN although idk when that will be)
@nesmaster: Progress has been a bit slow lately but I'm trying to work on this game when I can. I will say one thing though, Dig Dug's animations are finally completed...
Title: Re: Famicom Fighters (Progress Thread)
Post by: Omega Shironeko on July 25, 2015, 06:34:07 pm
@nesmaster: Progress has been a bit slow lately but I'm trying to work on this game when I can. I will say one thing though, Dig Dug's animations are finally completed...
Cool, Could we see some samples? :)
Title: Re: Famicom Fighters (Progress Thread)
Post by: Gamerduck13 on August 09, 2015, 03:35:44 pm
hey kingpepe this is a problem whenever I try and download the build for samus. before I download it mcafee thinks that it is a virus and when I downloaded it last time before I reformatted my computer it does have a virus could you please send me a download link without mcafee thinking it is a virus?
Title: Re: Famicom Fighters (Progress Thread)
Post by: Noside on August 09, 2015, 06:46:45 pm
Nesmaster, it's a false positive.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Gamerduck13 on August 11, 2015, 02:07:52 am
Title: Re: Famicom Fighters (Progress Thread)
Post by: -Whiplash- on August 11, 2015, 02:14:03 am
he means that there is no virus and Mcafee is mistaking Samus for a virus.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Noside on August 12, 2015, 03:51:08 am
Exactly. :B
Title: Re: Famicom Fighters (Progress Thread)
Post by: Omega Shironeko on September 03, 2015, 11:42:17 pm
I haven't heard of KingPepe for 5 weeks. I hope he is okay...
Title: Re: Famicom Fighters (Progress Thread)
Post by: AntonioQuirino on September 04, 2015, 10:50:11 pm
@supersonicmix: You're not the only who is worried about him.(and dude i guess he's taking a break).
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on September 08, 2015, 03:08:58 pm
Yeah, I've been on a bit of a break lately and the fact college has started isn't going to help things either. I would love to get back to work on this project as soon as I can though. ._.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Gamerduck13 on September 19, 2015, 05:10:43 pm
hey kingpepe long time no see. I hope you were doing good in collage. I was making a character for famicom fighters and it has been 1 year since I stopped making it. sorry if you see any Mario sprites I used Mario as a base. anyways this character is link. he has items from his 1st game and 2nd game. plus I was thinking about marth, dark link and pit on being his helpers. but since you beat me for pit I need to find another helper for link XD here is a quick screenshot of gameplay: (http://i.imgur.com/vu1mzJ6.png)
and here is the download link if you want to customize him for me since I don't have fighter factory ultimate version anymore :/ http://www.mediafire.com/download/ibb606ni4uu5b45/Link.rar
p.s. if the space is empty that means that you did it correctly I didn't put in a picture for him yet.
oh I forgot! his moveset is a lot like marios only thing that 1 of his moves are db, df, db, df, a+b sorry oh and another thing I stole some of the coding from the characters. which his supers are from simons boomerang and medusa's wrath attack. and the move I told you about is samus's hyper also sorry for links palette problems.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Omega Shironeko on September 24, 2015, 11:49:03 pm
I just hope you can get the next version finished and running before college gets REALLY rough.. and to be honest getting it out is going to be really hard with no internet (That is if you don't have access to internet at your college.)
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on October 02, 2015, 10:16:02 pm
Ok, quick update on this stuff: I'm getting back to work on this game but the stuff I'm currently working on (and have been before) is dealing more with mechanics, AI, balancing and all that which I can't really show. (except maybe this new pause menu concept which ain't that exciting: http://imgur.com/a/ESgmA) I might release a build with all the changes (although no new characters or stages will be in) at some point. Until that build comes out, I don't think I'll be posting any notable new content in the mean time although I will still check this forum.
@nesmaster: ...I thought I said Link wasn't going to be a character? o.O Also, I would suggest fleshing him out more and well, replacing the rest of the sprites with actual attacks. This isn't too good. (although your Pit gives me a possible helper behavior that I might consider for future helpers)
Title: Re: Famicom Fighters (Progress Thread)
Post by: YourAverageWallaby on October 05, 2015, 08:21:12 am
Ello. I'd like to assist this project with the sprites and/or portraits of characters.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Omega Shironeko on October 05, 2015, 11:19:29 pm
If you wanna assist with the project. You can create some character sprites and such. (But it needs to be able to fit in a area of pixels.) Try on Ninten for practice.
Title: Re: Famicom Fighters (Progress Thread)
Post by: YourAverageWallaby on October 05, 2015, 11:37:34 pm
@supersonicmix
Thank you! And I will try on Ninten. But before I do, do I include the stripes the best I can or leave them out?
Title: Re: Famicom Fighters (Progress Thread)
Post by: YourAverageWallaby on October 06, 2015, 02:30:08 am
Well, here are two results. The sprite and animation, to me, is decent. On the other hand... I find my portrait to be of lesser quality.
(http://i.imgur.com/3FHMaDP.gif)
(http://i.imgur.com/INLWiYb.png)
Title: Re: Famicom Fighters (Progress Thread)
Post by: Omega Shironeko on October 06, 2015, 02:49:35 am
You are amazing...
Never seen anyone so good in my life ._.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Gamerduck13 on October 07, 2015, 05:46:35 pm
Ok, quick update on this stuff: I'm getting back to work on this game but the stuff I'm currently working on (and have been before) is dealing more with mechanics, AI, balancing and all that which I can't really show. (except maybe this new pause menu concept which ain't that exciting: http://imgur.com/a/ESgmA) I might release a build with all the changes (although no new characters or stages will be in) at some point. Until that build comes out, I don't think I'll be posting any notable new content in the mean time although I will still check this forum.
@nesmaster: ...I thought I said Link wasn't going to be a character? o.O Also, I would suggest fleshing him out more and well, replacing the rest of the sprites with actual attacks. This isn't too good. (although your Pit gives me a possible helper behavior that I might consider for future helpers)
well you said in your 1 of your posts: About Link, I guess you're right about that. I'll reconsider it but at this point, I really don't want to remove him from being a helper either
plus Link is a w.i.p so the w.i.p is not as good right about now.
as for the feedback from you. I will try my best to make the character good. Plus I know that making the sprites and coding would be hard for me. I'm good at the animation but I will try my best to do it. as for the pit helper I think you may be right about that one. you can take off some coding from my pit if you want. I will also try and make link a good character but for now he is unfinished.
@YourAverageWallaby wow. those sprites are really good. better than my link. Your pretty awesome too dude.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on October 09, 2015, 06:09:15 am
@YourAverageWallaby: Actually, that Ness animation's not bad. Portrait could use some work though. XP (also I'll probably PM you at some point for your assistance)
@nesmaster: ...right I forgot about that. I'm still not entirely sold on making Link his own character. Also I get he's a WIP but I would still suggest coming up with a different moveset if possible.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Omega Shironeko on October 09, 2015, 01:50:01 pm
Making up a moveset for Ninten is very easy to figure out, But making it balanced is a bit hard. Also making an original moveset is very simple and easy for Ninten since he relies on magic to fight.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Gamerduck13 on October 09, 2015, 05:43:43 pm
@YourAverageWallaby: Actually, that Ness animation's not bad. Portrait could use some work though. XP (also I'll probably PM you at some point for your assistance)
@nesmaster: ...right I forgot about that. I'm still not entirely sold on making Link his own character. Also I get he's a WIP but I would still suggest coming up with a different moveset if possible.
ok. i will try and make the moves original next time.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Extremmefan on October 13, 2015, 10:54:24 pm
@KingPepe2010: Just a question. Is Kid Nikki already being worked on or still considered? (And, as you may have guessed already, I'm back, yes, but that's a secondary matter)
Title: Re: Famicom Fighters (Progress Thread)
Post by: Gamerduck13 on November 26, 2015, 11:19:04 pm
hey kingpepe long time no see. This topic is really old I know but I always look at famicom fighters and think "what other fighters did kingpepe think of, where he got the helpers and what made him think about making famicom fighters" but the thing I always think of is unused helpers, sprites code, animations and other stuff that did not make it into the game. But the thing I saw in mario's sprites is a unused Luigi portrait. It showed Luigi jumping and I thought "Is this sprite suppose to be for the pause menu?" like for example. There could be a helper menu which shows the helpers portrait. Say for example Megaman. He could have Protoman for the helpers part of the pause screen another thing I found in mario's sound file is the sound from mario bros when mario respawns in from the floating platform. I thought this was another entrance for mario since urban champion has 3 intros already but a 2nd intro cannot hurt. And while we are the on the subject of megaman you chose Protoman as megaman's helper and I thought "There must be some unused helpers for megaman like centaur man, Top man, Cut man or Gyro man" So I thought you tried to get the helper for megaman by what they do in the game. Cut man throws his scissors, Centaur man shoots and freezes time, Gyro man shoots gyros and flies and top man throws tops first then goes at the enemy by spinning. But you settled it on protoman. I know he shoots just like megaman but where did you get the idea from the shield being useful. He always has it I know but it never reflected projectiles in megaman 3 But if you have any unused helpers for megaman send me the code, sprites, sounds and data for them. I would love cut man fighting on Megaman's side even though he is in the megaman stage.
Update: In megaman's sprite folder is the same portrait of luigi but purple a.k.a megaman could of been made by using mario as a base
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on January 02, 2016, 05:38:52 am
...ok so , basically I was hoping to get all the characters I can in and release a beta build by then except shit just kind of happened (not with this game only but also my life) and things didn't go as well as planned. I do apologize for not mentioning anything and I'll probably release another alpha build with Ryu and Bomberman as well as the team modes soon. Sorry for not keeping an update. ._.
@Extremmefan: I'm still thinking about his conclusion to be honest.
@nesmaster: That Luigi portrait was going to be part of the pause menu but I never implemented it. I thought it seemed a bit silly to include it on the movelist menu when there was no mentioning of helpers anywhere on that menu. (As to why it reappears in Mega Man's SFF file, I just never bothered removing it since I did use Mario as a template)
Honestly, I completely forgot I had the Mario Bros. respawn sound there. ._. I don't remember why I never made that intro; I might've been lazy and just figured to give everyone 1 non-special intro only (with the exception of Urban Champ who has variations of his intro).
As for Mega Man, I didn't have any plans to have the robot masters involved in his moveset or as helpers one way or another.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Omega Shironeko on January 04, 2016, 02:29:58 pm
I'm glad the project isn't dead. Its been a while since I've heard from you.
Title: Re: Famicom Fighters (Progress Thread)
Post by: AntonioQuirino on January 14, 2016, 02:01:18 am
@KingPepe2010:Suggestion for characters (or helpers), the pilot from super star force, mama from pooyan, hammer from b-wings, lee or oolong from yie-ar kung fu (idk if they was suggested before),the spelunker guy, and the plane from sky destroyer.
Title: Re: Famicom Fighters (Progress Thread)
Post by: MR. IBZS II on January 14, 2016, 02:11:15 am
Probably a silly question, but was this the update with Dig-Dug in it? I can't remember if he was one of the newest characters or one of the WIP ones...
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on January 14, 2016, 03:45:11 am
@MR. IBZS II: The beta build was originally going to include Dig Dug. The alpha build I plan on getting out soon won't have him since I haven't coded him yet.
Title: Re: Famicom Fighters (Progress Thread)
Post by: MR. IBZS II on January 14, 2016, 04:09:55 am
Alright, thanks.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on February 07, 2016, 03:11:14 am
oh hey is that a new build (http://i.imgur.com/tm5nH1o.png) http://famicomfighters.mcjimmy.net/Famicom%20Fighters%20-%202-6-2016.zip
System -------- -Team modes, watch modes, survival moves have been brought back. -Tag teams in Simul (check character's pause menus for commands regarding this)
Characters + Stages (there's probably a lot of balance changes for the characters I might've missed) -------- (General) -Ryu and Bomberman have been added; Bomberman's stage has been added. -Pause menu layout has been completely revamped -Basic attack knockbacks have been altered, light basics in general have been slowed down. -During a neutral jump, it's possible to make your character move forward or backward by double tapping a direction. (although Simon doesn't get this now)
(Mario) -Standing and crouching strong punch animations were changed; crouching strong punch now has more reach -Raccoon Tail travels slower but Mario moves the instant he preforms it.
(Mega Man) -Metal Blade (Ground version) doesn't knock the opponent up so high.
(Simon) -Knife Toss is slower overall -Whip Swing is slower overall
There's probably way more bug fixes and minor changes I had to do for these characters but I didn't do such a good job keeping track of those...
Title: Re: Famicom Fighters (Progress Thread)
Post by: MR. IBZS II on February 07, 2016, 04:04:34 am
Going to get this just for the Bomberman maze and 4-way explosions. Beautiful work so far with all of this.
Does this content work for normal Mugen? I want that Bomberman stage for my roster.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on February 07, 2016, 04:25:19 am
Stages should work, character's won't sadly. I might do proper conversions of these characters to be used for standard M.U.G.E.N. however.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Omega Shironeko on February 07, 2016, 05:50:10 pm
Nice job. Should look for bugs now. I will edit this post when I find them.
BUGS FOUND:
- Samus sometimes gets stuck in the air when she uses Wave Beam in the air. - Samus's Suit changes color when she uses the Missle on alternate palettes. (If this wasn't supposed to happen, please fix it.) - Mario's Sprite sometimes disappears at the beginning of the Ultimate Power Hyper Move.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on February 07, 2016, 07:25:13 pm
- Mario's Sprite sometimes disappears at the beginning of the Ultimate Power Hyper Move.
Noted, will be fixed.
Title: Re: Famicom Fighters (Progress Thread)
Post by: MR. IBZS II on February 07, 2016, 07:38:24 pm
The A.I. only can seem to do it, on Easy 1. Bomberman's kick also seems to push some characters out of the way rather than hurt them, like Simon.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on February 07, 2016, 08:14:39 pm
Could you clarify on that a little more? (I'm not sure if you're referring to how Bomberman's kicks only seem to knock down or if his kicks aren't chaining properly)
EDIT: Just found what was wrong with Wave Beam and fixed it.
Title: Re: Famicom Fighters (Progress Thread)
Post by: MR. IBZS II on February 08, 2016, 01:59:54 am
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on February 08, 2016, 02:50:42 am
...oh dear, well I just fixed that now. ._.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Omega Shironeko on February 10, 2016, 01:10:11 am
Hey Pepe, Since this last alpha is all done, Aren't you going to work on coding Dig Dug and plan new characters? .3.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on February 10, 2016, 04:24:12 am
That's basically what's going to happen. :P I might release a bug fix patch this week as well, covering some of the bugs mentioned here as well as others.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on February 13, 2016, 09:17:15 pm
Mario -------- -Doesn't disappear during Ultimate POWer
Samus -------- -AI using ground version of Wave Beam in the air is fixed
Mega Man -------- -Metal Blade can't infinite anymore. -Elec Beam shouldn't hit twice up close now.
Simon -------- -Taunting before the round ends will now let the round end properly. -Helpers and Guard Attack can't be used when Medusa Heads are on screen
Ryu -------- -When the opponent dies during soul splitter, Ryu will be behind the opponent.
Bomberman -------- -Finally learned how to kick properly (aka Standing Light Kick vs. Simon shouldn't push him away) -Remote Bomb disappears when switching
Etc. -------- -Removed unused command off of the controls menu and fixed the Switch Character command.
Title: Re: Famicom Fighters (Progress Thread)
Post by: LuckiiBub on February 15, 2016, 02:57:51 am
I think Pac-Man could potentially work as a playable character. I know you said before his moveset would be limited, but that was before Smash Bros. I understand If you don't want to copy moves from Smash Bros, but I think that his smash moveset gives us a clear image of what alternative movesets could be. Pac-Man in Smash doesn't just represent himself, but Bandai Namco as a whole.
If you do consider Pac-Man as a playable character, I'd be willing the help with his moveset.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Omega Shironeko on February 15, 2016, 04:15:53 am
I think Pac-Man could potentially work as a playable character. I know you said before his moveset would be limited, but that was before Smash Bros. I understand If you don't want to copy moves from Smash Bros, but I think that his smash moveset gives us a clear image of what alternative movesets could be. Pac-Man in Smash doesn't just represent himself, but Bandai Namco as a whole.
If you do consider Pac-Man as a playable character, I'd be willing the help with his moveset.
He'd actually be better as a helper for Dig Dug. We talked about this in the thread.
Title: Re: Famicom Fighters (Progress Thread)
Post by: LuckiiBub on February 15, 2016, 06:07:42 pm
I think Pac-Man could potentially work as a playable character. I know you said before his moveset would be limited, but that was before Smash Bros. I understand If you don't want to copy moves from Smash Bros, but I think that his smash moveset gives us a clear image of what alternative movesets could be. Pac-Man in Smash doesn't just represent himself, but Bandai Namco as a whole.
If you do consider Pac-Man as a playable character, I'd be willing the help with his moveset.
He'd actually be better as a helper for Dig Dug. We talked about this in the thread.
Oh...
Kind if a disappointment to be honest, but then again it's probably for the better. Recently I found out the reason why Link isn't playable, so that completely blows the Smash Bros thing out of the water.
I think that Little Mac could be a good character, and you wouldn't even have to take from Smash Bros.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on February 16, 2016, 12:31:54 am
Yeah, Little Mac has a huge chance of getting in. He seems he could work well as a fighter even without using his Smash Bros. moveset. (Although please save character requests for the character request topic!)
Title: Re: Famicom Fighters (Progress Thread)
Post by: Gamerduck13 on February 21, 2016, 05:23:32 pm
Hey kingpepe long time no see. This may come as a surprise to you but when I usually download famicom fighters I download it from this topic and I get a virus warning but when I went to your DA and download it I have no problems. So what the heck exactly. It is just weird. Btw I found a problem with bomberman. Whenever he uses his destruction move from a few pixels off he gets stuck in the grabbing animation. If you have time to fix the bug that would be great please and thank you.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on February 22, 2016, 03:07:20 am
...that virus problem sounds strange. It's the same link on both sites.
For Bomberman, did the move itself actually hit? If so, which opponent were you using?
EDIT: Wait, nevermind on that. Just found it and I'm working on a fix.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Gamerduck13 on February 23, 2016, 12:24:24 am
...that virus problem sounds strange. It's the same link on both sites.
For Bomberman, did the move itself actually hit? If so, which opponent were you using?
EDIT: Wait, nevermind on that. Just found it and I'm working on a fix.
great. Anyways I hope you get dig dug finished soon. I bet he will be awesome. By the way at Samus' pause menu at her supers screen it shows mario's supers commands. You think you could fix it so it would display Samus' commands? Thank you Btw...if you DO have time on your hands and if you want to you could help me with Link. I could use some help with coding, sprites and maybe some commands.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on February 25, 2016, 04:12:10 pm
By the way at Samus' pause menu at her supers screen it shows mario's supers commands. You think you could fix it so it would display Samus' commands? Thank you
...shit I thought I fixed that before I sent out the build. I guess not. ._. I'll probably get a new bug fix patch out by this Friday then.
Title: Re: Famicom Fighters (Progress Thread)
Post by: sluigi123 on February 25, 2016, 06:59:46 pm
Sometime in the future, I might like to take a look at the AI of this game, once one of my Brawl Modding Projects are finished. ;)
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on February 26, 2016, 06:15:00 pm
New patch here: http://famicomfighters.mcjimmy.net/Famicom%20Fighters%20%28Patch%29%20-%202-26-2016.zip
(Samus) -The correct super moves are now listed in the pause menu.
(Bomberman) -Fixed a bug involving Destruction if he missed.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Gamerduck13 on February 28, 2016, 06:07:36 pm
Hey kingpepe. The project is awesome so far. Anyways I managed to get dig dug's animations to work along with his palette. It was simple actually. All I needed to do was take "Down deep" from super famicom fighters, edit his palette and animations to make it look exactly like the dig dug that still has 8% progress on there. I did not edit any of the sprites to make it look like that he is walking or running so sorry that I got lazy. Anyways here are some screenshots! (http://i.imgur.com/4ji4w2P.png) (http://i.imgur.com/P1T8ZIo.png) (http://i.imgur.com/Can74d2.png)
the first 2 images were just the actual helper bars. The 3rd image is that I just modified it to look like that.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on May 28, 2016, 04:42:20 pm
For anyone that tried to download the game before and couldn't, the download link has been updated. Sorry for the wait!
Anyways, for anyone wondering about its current progress, I'm doing some code revamping regarding some of the characters and as I posted a few times, some of the characters have new moves. Also, I'm currently changing the helper system at the moment. Here's how it will work: -Helpers don't use up meter from the power bar. However, that helper power bar fills up like the normal power bar (even using the power charge will fill it) Helpers themselves will use up a fraction of the helper bar (or the full bar). -Some helpers will be able to take more hits and some might even go down in two hits instead of the usual 3. (EX with Mario: Luigi will only take two hits to be defeated, Link will now take 5 hits)
Title: Re: Famicom Fighters (Progress Thread)
Post by: 1983parrothead on May 28, 2016, 05:09:47 pm
Perhaps no one mentioned these:
STED Hero (STED: Starfield of Memorable Relics) - From one of ADK's few FC exclusives. There's even a fanslated English patch available.
Titular character (Cosmo Police Galivan) - Nichibutsu needs more attention.
Doropie (Magical Kids Doropie) - I do have one, but there needs to be a larger version.
Saizou (Ninja Cop Saizou) - Kyugo was its JP publisher, while AI developed it. AI is also responsible for Wing Force arcade by Atlus.
These are a few I can post. If you need more ideas, let me know. Thank you. ^_^
Title: Re: Famicom Fighters (Progress Thread)
Post by: The Guy on July 27, 2016, 11:10:42 pm
I made some sprites: (http://i.imgur.com/xlr8ehD.png)
Title: Re: Famicom Fighters (Progress Thread)
Post by: Noside on July 29, 2016, 04:43:29 am
That Simon Belmont kinda looks like the one from Konami Wai Wai World as for Billy & Jimmy they both look like the one from Double Dragon 1 VS Mode.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on August 01, 2016, 12:04:03 am
Sorry for being so quite about the development recently! There hasn't been much to talk about it but I will say this; expect a new build this week!
Also, here's a sneak peak of the training stage: (http://i.imgur.com/bC7QDu4.png) ey zak you're throwing some pretty good punches there
@1983parrothead: Please use the character request topic next time if you can! As for your mentions: -I have not played either STED: Starfield of Memorable Relics or Cosmo Police Galivan; I would need to look into those. -Doropie and I think Saizou/Black Manta have been brought up before; Doropie I was considering but there might be an issue with Saizou in terms of differentiating him from Ryu. (and personally I think there might be better Taito characters to use)
@(/._.)/: Hey, those look pretty neat to be honest!
Title: Re: Famicom Fighters (Progress Thread)
Post by: The Guy on August 04, 2016, 03:53:26 am
Thank you! :D And wow, that looks great. Also I have others, I think these are all (The red guy is "Fighter" of Final Fantasy, no Seiya): :P (http://i.imgur.com/xuMJYmC.png) And a portrait (needs work): (http://i.imgur.com/SQOdlsx.png)
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on August 08, 2016, 12:17:37 am
HOLY CRAP A NEW BUILD Download here (https://james-calocerinos.squarespace.com/fcf) (http://i.imgur.com/g7fFn5i.png)
Change list here:
Spoiler, click to toggle visibilty
System ---------------------- -Game now uses a consistent NES palette (with a combination of Nesticle's and Nestopia's YUV colors). Originally, the colors were a bit all over the place and were used from different interpretations of the NES palette. -Helper system has been reworked: --In order to summon a helper, all you need now is helper meter. The cooldown bar has been reworked into a normal helper meter bar. Helper meter charges similarly to the power meter. (Which also means EX/Super moves will not grant you helper meter) Different summons will vary on hwo much helper meter they take. --The amount of hits helpers will take vary between each helper instead of a consistent 3 hit points. -Simul/Tag mode got a bit of an overhaul: --Select + a will switch characters --Select + a will switch characters if you're in a middle of an attack; this costs half a meter bar. The switch will occur REGARDLESS of who is on screen. (So if you're off-screen, you can force this switch) --Select + b will switch chararcters during a super. The switch will occur REGARDLESS of who is on screen. --A+B will let you call out for a switch for your partner. Your partner will then switch when they believe it's safe. --Your partner will not preform any switches unless you force one or call for one. -After the intros finish, there's a 3 second countdown for choosing your helper. -Two new stages: Pro Wrestling's wrestling ring and the Training Stage (Based on Joy Mech Fight's manual stage. Some of you may have noticed the Train.ogg file in the sound folder going unused for so long and this is what it was for)
Characters ---------------------- -EX move commands have been changed so you press A+B instead of Select + A/B. This has caused some changes with certain character's commands. (Look below) -With the exception of Mario, all character's crouching hitboxes have been shrunk height-wise -A proper juggle system has been added. It basically works like this: --Each attack will increase the counter by 1. Attack types have their own number that needs to be higher than the juggle counter in order to land. (Starts with light attacks at 3 and increases to command basics (varies between 4 and 5), strong attacks (5) and then specials (6)) --Supers will always land but will generally not let you juggle afterwards. Helpers do not add to the juggle count and they follow super attack's requirements) -Fixed an issue where super attacks would count toward the damage dampener.
Mario: -New move: Flame Launch and Hammer Toss (EX version) - B, DB, D, DF, F, a (or a+b). --Flame Launcher lets Mario charge up a bigger fireball and then slam it on the ground, making it rise up-forwards. ---Hammer Toss has Mario tossing a hammer which arcs back down. -High Kick launches aired opponents higher. -EX Fireball and EX Raccoon Tail launch the opponent higher up. EX fireball also absorbs hits properly now. (despite how many hits it does on the opponent, it can only absorb 2 hits) -EX Stomp results in Mario using a Kuribo Shoe. -Ultimate POWer is different animation-wise. -Luigi goes down in two hits but will shrink after the first hit. -Kirby's inhale will cause him to actually catch the opponent in his mouth and spit him out as a star. When the opponent hits the wall, they turn back and bounce off. -Link can take 5 hits before going down.
Urban Champion: -Fistful Fury (and it's EX variant) use a new command: B, DB, D, DF, F, b (or a+b) -The punch preformed during Dodge does not knock down, leaving Urban Champ closer to the opponent. -The dash during the dodge is now Urban Champion preforming a spin and throwing a punch. -Scapegoat has a special animation if the police car defeats the opponent. -Urban Champion (2P) can take five hits before going down.
Samus: -New moves: Maru Mari (a+b while holding forwards or backwards), Knee Smash (UF, b while in the air), Cannon Smash (has EX variant; B, DB, D, DF, F, a/b (or a+b)) --Maru Mari has Samus roll forwards or backwards. This can let her dodge high attacks and projectiles. --Knee Smash is Samus's old air light kick but she launches farther. --Cannon Smash has Samus do a dash forward and swing her cannon at the opponent. This knocks down but is only safe at max ranges. The button pressed determines how far she goes. ---EX version travels farther, projectile invulnerability, and Samus can hit mid-dash. -Received new sprites which makes her taller which results in the following: --Taller hitbox --More range on basics -Strong Punch when chaining is a normal hook which lets Samus hit lower. -Air Light Kick has Samus preform a downward kick that can hit deep. (However, she still can't chain into Air Strong Kick) -High Missile and Low Missile are now considered one move (Missile Shot) with two variants. This means two things: --Air Missile Shot can be done by pressing either A or B. (the height they're shot at still remains the same) --EX version shoots the high freeze beam by default. If you hold down while pressing a+b, Samus will preform the low version. -Takamaru can take four hits before going down.
Mega Man: -New commands: --Metal Blade/Shadow Blade: F, D, DF, b (or a+b) --Charge Kick: B, DB, D, DF, F, b (or a+b) -New move: Turn Kick (Back, Kick) --Old strong hard kick but with bit more range but doesn't hit nearly as high. -Standing Strong Punch and Air Strong Punch (in a chain) use different animations. -Forward + kick has Mega Man jump and preform a top spin. -Crouching strong punch has Mega Man slamming a Napalm Bomb onto the ground which explodes. This has more range but if the opponent is within the range of the move's original range, they will take more damage. (as they get hit by the Napalm Bomb being thrusted at their feet) -Rushdown has less shots being fired about before the final charge shot. -Protoman can take five hits before going down. -Firebrand can take four hits before going down.
Simon: -Now has palette seperation --New 6th palette: Captain N Simon -Buffering charge moves has been redone; Spawn of Death should be easier to preform. -Medusa's Wrath uses a new animation but also has a longer startup before the Medusa heads appear. -Spawn of Death uses a new animation. -Skeleton will spawn where Simon is and not behind the wall Simon is facing away from. -Getsu Fuma takes five hits before going down.
Bomberman: -EX Bombs Away throws a high bomb close and a low bomb farther by default. Holding down before pressing a+b switches the bombs around. -Lode Runner takes two hits before going down. -Black Bomberman takes four hits before going down.
Ryu: -EX Jump and Slash will do a high jump by default. Holding forwards while pressing a+b will make Ryu jump forward with projectile invincibility instead. -Fixed an issue with the AI where they will stick to the wall. -Mighty Bomb Jack takes four hits before going down.
Now, to work on more interesting things: (http://i.imgur.com/1wVHRul.png)
@(/._.)/: Hey, that portrait looks pretty neat so far! I think his ears could also use an outline on the bottom as well though!
Title: Re: Famicom Fighters (Progress Thread)
Post by: MR. IBZS II on August 08, 2016, 12:56:00 am
...Thonolan? Who's that?
Title: Re: Famicom Fighters (Progress Thread)
Post by: Noside on August 08, 2016, 01:01:33 am
Oh yes! Thonolan is the hero from Kick Master!
Title: Re: Famicom Fighters (Progress Thread)
Post by: Bullfrog on August 08, 2016, 09:59:07 pm
HOLY CRAP A NEW BUILD Download here (https://james-calocerinos.squarespace.com/fcf) (http://i.imgur.com/g7fFn5i.png)
Change list here:
Spoiler, click to toggle visibilty
System ---------------------- -Game now uses a consistent NES palette (with a combination of Nesticle's and Nestopia's YUV colors). Originally, the colors were a bit all over the place and were used from different interpretations of the NES palette. -Helper system has been reworked: --In order to summon a helper, all you need now is helper meter. The cooldown bar has been reworked into a normal helper meter bar. Helper meter charges similarly to the power meter. (Which also means EX/Super moves will not grant you helper meter) Different summons will vary on hwo much helper meter they take. --The amount of hits helpers will take vary between each helper instead of a consistent 3 hit points. -Simul/Tag mode got a bit of an overhaul: --Select + a will switch characters --Select + a will switch characters if you're in a middle of an attack; this costs half a meter bar. The switch will occur REGARDLESS of who is on screen. (So if you're off-screen, you can force this switch) --Select + b will switch chararcters during a super. The switch will occur REGARDLESS of who is on screen. --A+B will let you call out for a switch for your partner. Your partner will then switch when they believe it's safe. --Your partner will not preform any switches unless you force one or call for one. -After the intros finish, there's a 3 second countdown for choosing your helper. -Two new stages: Pro Wrestling's wrestling ring and the Training Stage (Based on Joy Mech Fight's manual stage. Some of you may have noticed the Train.ogg file in the sound folder going unused for so long and this is what it was for)
Characters ---------------------- -EX move commands have been changed so you press A+B instead of Select + A/B. This has caused some changes with certain character's commands. (Look below) -With the exception of Mario, all character's crouching hitboxes have been shrunk height-wise -A proper juggle system has been added. It basically works like this: --Each attack will increase the counter by 1. Attack types have their own number that needs to be higher than the juggle counter in order to land. (Starts with light attacks at 3 and increases to command basics (varies between 4 and 5), strong attacks (5) and then specials (6)) --Supers will always land but will generally not let you juggle afterwards. Helpers do not add to the juggle count and they follow super attack's requirements) -Fixed an issue where super attacks would count toward the damage dampener.
Mario: -New move: Flame Launch and Hammer Toss (EX version) - B, DB, D, DF, F, a (or a+b). --Flame Launcher lets Mario charge up a bigger fireball and then slam it on the ground, making it rise up-forwards. ---Hammer Toss has Mario tossing a hammer which arcs back down. -High Kick launches aired opponents higher. -EX Fireball and EX Raccoon Tail launch the opponent higher up. EX fireball also absorbs hits properly now. (despite how many hits it does on the opponent, it can only absorb 2 hits) -EX Stomp results in Mario using a Kuribo Shoe. -Ultimate POWer is different animation-wise. -Luigi goes down in two hits but will shrink after the first hit. -Kirby's inhale will cause him to actually catch the opponent in his mouth and spit him out as a star. When the opponent hits the wall, they turn back and bounce off. -Link can take 5 hits before going down.
Urban Champion: -Fistful Fury (and it's EX variant) use a new command: B, DB, D, DF, F, b (or a+b) -The punch preformed during Dodge does not knock down, leaving Urban Champ closer to the opponent. -The dash during the dodge is now Urban Champion preforming a spin and throwing a punch. -Scapegoat has a special animation if the police car defeats the opponent. -Urban Champion (2P) can take five hits before going down.
Samus: -New moves: Maru Mari (a+b while holding forwards or backwards), Knee Smash (UF, b while in the air), Cannon Smash (has EX variant; B, DB, D, DF, F, a/b (or a+b)) --Maru Mari has Samus roll forwards or backwards. This can let her dodge high attacks and projectiles. --Knee Smash is Samus's old air light kick but she launches farther. --Cannon Smash has Samus do a dash forward and swing her cannon at the opponent. This knocks down but is only safe at max ranges. The button pressed determines how far she goes. ---EX version travels farther, projectile invulnerability, and Samus can hit mid-dash. -Received new sprites which makes her taller which results in the following: --Taller hitbox --More range on basics -Strong Punch when chaining is a normal hook which lets Samus hit lower. -Air Light Kick has Samus preform a downward kick that can hit deep. (However, she still can't chain into Air Strong Kick) -High Missile and Low Missile are now considered one move (Missile Shot) with two variants. This means two things: --Air Missile Shot can be done by pressing either A or B. (the height they're shot at still remains the same) --EX version shoots the high freeze beam by default. If you hold down while pressing a+b, Samus will preform the low version. -Takamaru can take four hits before going down.
Mega Man: -New commands: --Metal Blade/Shadow Blade: F, D, DF, b (or a+b) --Charge Kick: B, DB, D, DF, F, b (or a+b) -New move: Turn Kick (Back, Kick) --Old strong hard kick but with bit more range but doesn't hit nearly as high. -Standing Strong Punch and Air Strong Punch (in a chain) use different animations. -Forward + kick has Mega Man jump and preform a top spin. -Crouching strong punch has Mega Man slamming a Napalm Bomb onto the ground which explodes. This has more range but if the opponent is within the range of the move's original range, they will take more damage. (as they get hit by the Napalm Bomb being thrusted at their feet) -Rushdown has less shots being fired about before the final charge shot. -Protoman can take five hits before going down. -Firebrand can take four hits before going down.
Simon: -Now has palette seperation --New 6th palette: Captain N Simon -Buffering charge moves has been redone; Spawn of Death should be easier to preform. -Medusa's Wrath uses a new animation but also has a longer startup before the Medusa heads appear. -Spawn of Death uses a new animation. -Skeleton will spawn where Simon is and not behind the wall Simon is facing away from. -Getsu Fuma takes five hits before going down.
Bomberman: -EX Bombs Away throws a high bomb close and a low bomb farther by default. Holding down before pressing a+b switches the bombs around. -Lode Runner takes two hits before going down. -Black Bomberman takes four hits before going down.
Ryu: -EX Jump and Slash will do a high jump by default. Holding forwards while pressing a+b will make Ryu jump forward with projectile invincibility instead. -Fixed an issue with the AI where they will stick to the wall. -Mighty Bomb Jack takes four hits before going down.
Now, to work on more interesting things: (http://i.imgur.com/1wVHRul.png)
@(/._.)/: Hey, that portrait looks pretty neat so far! I think his ears could also use an outline on the bottom as well though!
Cool!! Congrats on the release!!!
Title: Re: Famicom Fighters (Progress Thread)
Post by: Metal Warrior on August 08, 2016, 11:24:17 pm
Just love it!
Title: Re: Famicom Fighters (Progress Thread)
Post by: The Guy on August 16, 2016, 03:48:31 am
Very good update :D, but you will also improve the expected portrait of Ryu, but since you didn't, I did, it improves the muscles, face, and any other detail. PS: Sorry for bad english. :P (http://i.imgur.com/4IIxZu5.png) -> (http://i.imgur.com/uQ8RDBh.png)
Also, you consider adding bosses?
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on August 16, 2016, 10:07:34 pm
I actually like that updated portrait! Would you mind if we can use it? I'll definitely give credit for it. :D Also yes, we are considering making bosses at some point. :P
Title: Re: Famicom Fighters (Progress Thread)
Post by: Omega Shironeko on August 17, 2016, 03:00:23 am
Nice. You also got a site for the game, Pretty sweet. uwu
Keep it up! ^w^
Title: Re: Famicom Fighters (Progress Thread)
Post by: The Guy on August 18, 2016, 12:47:49 am
Of course KingPepe. ^^ The Pro Wrestling Ring! That means that a character of Pro Wrestling appears in the game! ^_^ I was going to request this, but you beat me. :p PS: I finished the portrait of Duck Hunt Dog, but the lines of ears looks bad. (http://i.imgur.com/2PJWF1I.png) PS2: Thonolan! (http://i.imgur.com/0561163.png)
Title: Re: Famicom Fighters (Progress Thread)
Post by: AntonioQuirino on September 08, 2016, 12:27:15 am
king pepe, this will sound a little odd, but can u add some extra stages based on the character's helpers? ex: mappy's mansion, parapa palace, etc.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on September 16, 2016, 07:44:24 pm
The Duck Hunt portrait actually looks pretty neat so far and I love the update for Thonolan's portrait! I'll consider using this if you don't mind. :D
@AntonioQuirino: I am considering extra stages so stages based on helpers might eventually show up. :P
Also I might be able to post some progress of Dig Dug soon at some point!
Title: Re: Famicom Fighters (Progress Thread)
Post by: AntonioQuirino on September 23, 2016, 06:09:34 pm
question,after ya finish taizo, who u gonna work next?
Title: Re: Famicom Fighters (Progress Thread)
Post by: MR. IBZS II on September 23, 2016, 06:46:39 pm
Master Higgins, I think he said. Can't wait for that, either...
Title: Re: Famicom Fighters (Progress Thread)
Post by: Omega Shironeko on October 19, 2016, 06:50:15 pm
I've been messing around with Famicom Fighters as of recent and I decided to do some music swaps.
So I swapped the Castlevania's dungeon music with an 8-bit remix Don't wait until night. (Which is the last stage music of the game Haunted Castle an arcade game that Simon was in.) and I gotta say, It works really well.. So, Now I was thinking if the stage could get some reworked music, like an 8 bit remix of Don't wait until night - Heart of fire from Aria of Sorrow.
It would be worth a shot.
EDIT: The remix I used in question was this one:
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on April 28, 2017, 06:13:26 pm
Look who's finally here!
Download: http://mcjimmy.net/fcf
Changes:
Spoiler, click to toggle visibilty
(There might be some other changes in this build I forgot because it's been so long) System ---------------------- -New stages: Abord The Ship (Kick Master, Thonolan's stage) and an extra stage... -Added the team commands to the controls menu that were added in the last update. (oops)
Characters ---------------------- -Dig Dug has finally been added. -All special moves can be done by pressing punch or kick now. Some moves got new variations because of this.
Mario: -Fireball: Kick variant has Mario throw a fake fireball out. -Raccoon Tail: --Punch: Travels shorter and is safer but does less damage. In the air, it's the same as the default. --Kick: On ground, it's the same as default but the air version travels farther.
Urban Champion: -Some new sound effects were added to his special moves. -Rising Upper: Punch version is similar to the default but it has a more shoryuken-ish motion and a bit less range. Kick version has slide forward and then do a straight-up uppercut. -Fistful Fury (New command: Forward, Down-Forward, Down, Down-Back, Back, Punch): Punch version is the same as default but does not knock down. Kick version does more damage and knocks down but can't be super cancelled and is more unsafe.
Samus: -Screw Attack: Punch version travels less distance, jumps shorter and does only 3 hits.
Mega Man: -Charged Shot: Kick version has Mega Man walk forward for a bit and then unleash a shot. Can't be comboed into but can still be super cancelled out of. -Charge Kick: Punch version doesn't travel as far.
Simon: -Dagger Toss: Kick version has a delay on the start-up and a slightly shorter recovery time. Can't be comboed into but can still be super cancelled. -Backflip: Punch version does a shorter backflip that goes farther back. -Fixed an issue where Holy Flame could only be done by holding Down-Back and then pressing Forward + A
Bomberman: -Air Strike: Punch version retains the invincibility and travels less distance. Kick version travels farther than the default did but drops the distance. Both moves have got their damage nerfed slightly. -EX Air Strike: Gains invincibility.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Z4kaR1 on April 28, 2017, 06:15:34 pm
Downloading now
Title: Re: Famicom Fighters (Progress Thread)
Post by: Noside on April 28, 2017, 06:17:14 pm
I love how you did that mario blow up animation and also, I can't wait to see Thonolan!
Title: Re: Famicom Fighters (Progress Thread)
Post by: craftersshaft on May 02, 2017, 01:28:56 am
KrangPeep came lat to his schedule and missed april fool! Good thin compomises exist! Introducing Blamicom Fihgter! (http://i.imgur.com/rWRqeL0.png)
Blamicom fighter is an all new origina game with 33 battle hero to choose from including originlas, character from 70 people, and brand new character like Nokonoko and Falcom!
GET AM NOW! https://drive.google.com/open?id=0ByfYtxZxeVJaaGZCYzM3eTh3V28 (https://drive.google.com/open?id=0ByfYtxZxeVJaaGZCYzM3eTh3V28)| :dadadadaa:
(This build does use other custom characters from mugen forums, but all of the custom character's developers are in their respective def files as the author of the code used for that character. I can take this down if you want, because this is only a project i made because there wasn't an april fools build.)
Title: Re: Famicom Fighters (Progress Thread)
Post by: MR. IBZS II on May 02, 2017, 05:08:27 am
Family Fighters 3 happened. And it was amazing. Amazing in the sense that it was super accurate to Kart Fighter.
Title: Re: Famicom Fighters (Progress Thread)
Post by: craftersshaft on May 02, 2017, 01:15:24 pm
This build i made is a bit more like 70 fighters instead of ff3, but still ff3 was good stuff. update patch when
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on May 03, 2017, 08:19:03 pm
Admittedly, I skipped on April Fools' this year because I've been dealing with a bunch of crap and my motivation kinda dropped during that time which affected Famicom Fighters. (I do apologize that I haven't been giving much updates in terms of progress) When I got around to being able to work on Famicom Fighters again, I noticed April Fools' would be coming up and I ditched the idea of making an April Fools build entirely. (However, if you saw the extra stage in the recent build, you'd see the dancing Koopas were not forgotten) I felt like it wasn't fair at that point to stop progress again on the main game to work on some silly joke build. The fact there's been a long period since the last public build also made me want to get the new one out with Dig Dug out as soon as possible.
@craftersshaft: ...when I made 70 Pepoles, the whole idea of it (other than just being a stupid joke) was it was trying to be some kind of unauthorized hack while also poking fun and borrowing some things from other certain bootleg hacks/games. (Some might've been a bit too obscure; an example for the people that didn't catch on to this, the spriteswaps of Simon involving Bomberman, Ryu and Dig Dug were a reference to Mari Street Fighter III Turbo where Zangief, E. Honda and Balrog were just lazy spriteswaps of Guile). Even if I did another April Fools', I wouldn't want to use the exact same theme again. (Family Fighters 3 Special is an obvious example, it was basically "What if Famicom Fighters was a port done by Hummer Team")
Your attempt is basically just a lazy compilation of Famicom Fighters, 70 Pepoles and a bunch of stuff from other people with Club Penguin thrown in for no reason whatsoever. In a nutshell, it's shit and misses the point of what 70 Pepoles did.
@MR. IBZS II: Even though I guess it was a bit less joke-y than 70 Pepoles was, I'm more proud of how Family Fighters 3 Special turned out. I wish I started development much earlier so I didn't have to rush it. (I had to ditch programming the AI and there's some unintentional bugs here and there (the ones that weren't supposed to be replicating the Street Fighter Zero 2 97/King of Fighters 96 engine))
Title: Re: Famicom Fighters (Progress Thread)
Post by: craftersshaft on May 03, 2017, 09:36:32 pm
I was bsaically making a little joke build of famicom fighters like april fools but not exactly april fools. it's basically just "what if i spriteswapped this with this and added some characters from 70 peoples in it". the club penguin stuff was just a random thing i did because on a whim i wondered if anyone actually made any club penguin mugen characters, and suprisingly someone did. it was also sorta becuase of the shutdown of the game but mostly it was a "throw it in" sort of deal. idk, i was just making something randomly. should i just delete it?
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on May 14, 2017, 07:23:17 pm
I've noticed the download site has gone down so here are the mirrors for now: https://www.dropbox.com/s/y84ugsjccu4jn91/Famicom%20Fighters%20-%204-28-17.zip?dl=0 https://drive.google.com/file/d/0BzWiU8tmnoINM1VzeldoVE0tTkU/view
Title: Re: Famicom Fighters (Progress Thread)
Post by: Gamerduck13 on May 28, 2017, 07:33:38 pm
It sounds like that Bomberman's bugs cannot get anymore noticeable. Well I found another bug in Bomberman involving the same pixel thing. Except it is very different.
Whenever Bomberman does his move "destruction" from just a few pixels off he goes back into standing but does not continue with the animation where he picks up the opponent. As for that the opponent is frozen in place not being hitable with no collision boxes. I tried to make the opponent unfrozen but nothing actually seemed to work. The only way you can unfreeze the opponent is to either hit F1 or press F4 to restart the round. As for the image here it is.
(http://i.imgur.com/RmCI2AG.png)
As for the game itself keep up the good work Kingpepe. I hope that the next few characters would be great.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Memo on May 28, 2017, 09:44:54 pm
Your website for download expired dude
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on May 29, 2017, 03:08:54 am
@Gamerduck13: Nice catch, I'll probably release a new bug fix patch either sometime tomorrow or Tuesday.
@Memo: I posted alternate download links above although turns out I forgot to update the first post. ._. Thank you for the reminder though!
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on May 30, 2017, 04:08:45 am
New bug fix update!: https://www.dropbox.com/s/zor7514qwk7kory/Famicom%20Fighters%20-%205-29-17.zip?dl=0
General ---------------------- -Meter has been reworked a bit, the meter gained depends on the attack type rather than damage. Basic attacks will also grant meter just for preforming them. (Varies depending on the type but it's a small amount generally) (In case you're wondering, this wasn't part of the "bug fix" and was going to be implemented in the next character update but I couldn't be bothered to change it all back)
Urban Champion ---------------------- -Fixed issue where Urban Champ would pass through opponents during Dodge's punch.
Dig Dug ---------------------- -Recovery on dashes have been shortened -Invincibility on super grab is corrected -Increased range on Toss Up -Damage decreased on Earth Shatter (including EX), damage buff on Standing Light Kick, Standing Hard Kick, Crouching Light Kick, Crouching Strong Kick, Jumping Light Kick
Simon ---------------------- -Holy Flame and Medusa's Wrath's charge times are made easier -EX Backflip should come out easier now (Power Charge kept prioritizing over it)
Bomberman ---------------------- -Fixed issue with Destruction when it hits at max range.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on June 15, 2017, 03:40:46 am
Hmmmm... (http://i.imgur.com/G6jUQ7D.png)
Title: Re: Famicom Fighters (Progress Thread)
Post by: BASSKiT3000 on June 15, 2017, 10:39:35 pm
YESS PLEASE
Title: Re: Famicom Fighters (Progress Thread)
Post by: AntonioQuirino on June 17, 2017, 05:06:32 pm
Title: Re: Famicom Fighters (Progress Thread)
Post by: AntonioQuirino on June 27, 2017, 12:23:40 am
btw about Billy bob, if u don't know what sprite use, i think u should use the cutscenes sprite styles.
Title: Re: Famicom Fighters (Progress Thread)
Post by: totototo on June 28, 2017, 07:01:40 pm
I thought of some fighter ideas... (http://i.imgur.com/sUDei2z.png)
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on July 05, 2017, 07:45:11 pm
Character-wise, I'm only considering main characters or famous playable characters. However, I do like your concept of Kane/Jason from Blaster Master and Goemon!
Title: Re: Famicom Fighters (Progress Thread)
Post by: AntonioQuirino on July 06, 2017, 05:07:28 pm
Vic Viper And Twin-bee (stinger version) could be helpers for konami man (if he gets in) and the first list of characters only work as bosses (obviously)
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on September 06, 2017, 06:34:34 pm
Sneak peek of an extra stage that will be included in the next build. Some of you may recognize it from Family Fighters 3 Special (but bigger and with more color): (https://i.imgur.com/qtQYkE2.png)
Tomorrow, I'll be able to show footage of something special... Famicom Fighters will finally have a bonus stage.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Noside on September 07, 2017, 04:27:20 am
FF3 is more like a bootleg, I think stages from bootlegs doesn't make sense in a pure 8-bit original characters/stages.
Title: Re: Famicom Fighters (Progress Thread)
Post by: R565 on September 07, 2017, 05:30:42 am
It's optional, you can delet this if you want. I am so looking forward to the bonus game, and it should be a blast to play! One other thing, you still doing the IKEMEN version?
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on September 07, 2017, 05:26:21 pm
I just posted about it in the bonus stage topic. The IKEMEN version is actually finished and will be released alongside the next build. (Which will be released somewhat soon.)
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on September 22, 2017, 03:27:22 am
Tomorrow... (https://i.imgur.com/UrbrO0L.png)
Title: Re: Famicom Fighters (Progress Thread)
Post by: Noside on September 22, 2017, 05:12:53 am
Wait a minute, you mean, Thonolan is battle ready!? :yuno:
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on September 22, 2017, 05:55:50 pm
Thonolan has arrived with his great kicking skills!
We also have a Discord server now!: https://discord.gg/XUUWb46
Change list:
Spoiler, click to toggle visibilty
System ---------------------- -Hard knockdowns are now implemented. (Knockdowns that you are unable to quick rise out of) These are caused by sweeps, grabs, aerial basic attacks that shove aired opponents back into the ground and super attacks. --Quick Rise is now mentioned in the controls menu. -Pause menu fades in and out much faster -During Turns mode, every new character that appears in a match can choose their helper. -Victory quote screen now has a fanfare thanks to MC Jimmy!
Stages ---------------------- -New stage: New Junk City from Earthworm Jim 3. (Uses the remix from Family Fighters 3 Special, thanks brightentayle!) -Wrestling Ring stage's music has been remixed thanks to MC Jimmy!
Characters ---------------------- -Thonolan and Star Man have been added. -The first bonus stage in Famicom Fighters: Hit the Spinies! --In order to win, you're required to hit half of the spinies the Lakitu throws out. --In survival mode, the bonus stage WILL end your streak if you're past round 5 if you don't hit all the spinies. -After landing from a dash, your character automatically gains control. Everyone's dash speeds have been altered due to this. -Characters with broken switch-in attacks have been fixed.
Mario: -Hitbox height on High Kick and Brick Breaker has shrunk a bit.
Urban Champion: -Head Smash requires the player to hold Up in order for it to come out.
Samus: -Level 3 has been changed; Samus preforms a launching knee attack instead of shooting freeze beams. Samus is invincible when he rises upwards.
Dig Dug: -Standing Light Punch has more range. -Standing Light Kick has more range, is now +10 on hit and +2 on block -Standing Strong Kick's hitbox height has been shrunk, making Dig Dug a little harder to stuff. -Crouching Light Punch has been reworked, it does more damage and has more range but comes out slightly slower. It's also now +4 on hit and +2 on block. -Crouching Light Kick has more range. -Jumping Light Kick has been changed so it's a deep jump-in. It still retains its cross-up properties. -Earthquake has less startup frames. (2 instead of 5)
Ryu: -Jump and Slash's damage has been nerfed. (30 per hit instead of 35, 90 total instead of 105)
Title: Re: Famicom Fighters (Progress Thread)
Post by: Noside on September 22, 2017, 06:35:25 pm
Is it me or you just showcased Dig Dug's video?
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on September 22, 2017, 06:39:04 pm
Fixed it, sorry about that!
Title: Re: Famicom Fighters (Progress Thread)
Post by: R565 on September 22, 2017, 08:42:14 pm
Spoiler, click to toggle visibilty
OOOOOOOOOOoooooo, snap here comes Star Man! Loved playing that game when me and my brother had it.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on September 24, 2017, 11:24:41 pm
New patch because I screwed up with the bonus stage like an idiot. https://www.dropbox.com/s/ubskeg7wuai12v8/Famicom%20Fighters%20-%209-24-2017.zip?dl=0 Puts the bonus stage back on the roster (so you will actually encounter it in arcade and survival mode although it's hidden away from the main roster) and fixes up some text. (Lakitu's message text mentioned a timer which isn't utilized and Thonolan's Knee Drop mentions you have to be descending in the air to use it)
Title: Re: Famicom Fighters (Progress Thread)
Post by: Onlooker1 on September 25, 2017, 05:44:27 pm
Is Kid Nikki's combat stance going to be based on his life counter sprite?
Title: Re: Famicom Fighters (Progress Thread)
Post by: MusashiX 96 on October 16, 2017, 10:33:36 pm
NOTE: IF YOU WANT TO SUGGEST CHARACTERS, READ THE GUIDELINES HERE AND CHECK THE TOPIC TO MAKE SURE THE CHARACTER YOU'RE REQUESTING HASN'T BEEN MENTIONED BEFORE (http://mugenguild.com/forum/msg.1771178) Well, here's a project me and a couple of other guys have been working on. For those that don't know or remember me, I originally made a few NES characters for MUGEN a while back such as Hammer Bro, Urban Champion and Donkey Kong Jr. (although the characters here are much better than those) This pretty much takes it to another level. As you could probably tell from the title, it involves various Famicom/NES characters fighting one another. In terms of characters, they range in obscurity, genre and licensing.
This game is still in early development and I'll be honest, some of the stuff like the menus don't look too great at the moment. The controls kind of follow the NES controller's. A (B in MUGEN) - Light Punch (Press A again for another hit (does not apply to all characters), hold forward and press A for Hard Punch) B (A in MUGEN) - Light Kick (Press B again for another hit (does not apply to all characters), hold forward and press B for Hard Kick) Select (Z in MUGEN) - Action (Holding down or no direction summons a helper, holding backwards or forwards will grab the opponent. Pressing it at the beginning of a throw allows you to tech it) Start - Pause A + B - Power Charge A + B + Select - Taunt
I have a idea for Famicom Fighters. Change the system to a 3 VS 3 system (Like The King of Fighters). The Teams: -Team Nintendo 1: Mario, Link & Kirby. -Team Nintendo 2: Urban Champion, Balloon Fighter & Bubbles. -Team Nintendo 3: Duck Hunt Dog, Wild Gunman & Mr. Stevenson. -Team Nintendo 4: Samus Aran, Pit & Takamaru. -Team Nintendo 5: Star Man, Little Mac & Hockey Player. -Team Nintendo 6: Ayumi Tachibana, Donbe & Time Twist Protagonist. -Team Nintendo 7: Marth, Ninten & Famicom Wars Soldier. -Team Konami 1: Simon Belmont, Goemon & Bill Rizer. -Team Konami 2: Konamiman, Lee & Solid Snake. -Team Capcom: Mega Man, Sir Arthur & Rad Specter. -Team Tecmo: Ryu Hayabusa, Rygar & Dana. -Team SquareSoft (More like Final Fantasy Team): Black Mage, White Mage & Fighter. -Team Enix: Dragon Quest Hero, Yasuhiko "Yasu" Mano & Chun. -Team Taito: Thonolan, Bub & Little Samsom. -Team Namco: Pac-Man, Taizo "Dig Dug" Hori & Mappy (Or Clovis, if you want). -Team SNK: Athena Asamiya, Clark (Or Ralf) & Crystalis Hero. -Team Irem: Thomas, Kid Nikki & M-308. -Team Hudson: Bomberman, Master Higgins & Bonk. -Team Sunsoft: Wynn, Gonbe & Hebereke. -Team Beat'em Up (Only team with different companies): Billy Lee, Kunio-Kun & Zitz.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Noside on October 16, 2017, 11:54:25 pm
Nah 3 on 3 there will be a ton of racket in the whole screen, I suggest to keep the original idea as it is, 1 on 1, anyways, there's a team mode if you want that.
Title: Re: Famicom Fighters (Progress Thread)
Post by: MusashiX 96 on October 18, 2017, 10:22:59 pm
Nah 3 on 3 there will be a ton of racket in the whole screen, I suggest to keep the original idea as it is, 1 on 1, anyways, there's a team mode if you want that.
The problem with current system is that many of the assistants they put in are characters that have the potential to be playable. With a 3 VS 3 system like The King of Fighters series, this problem will be solved.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Noside on October 19, 2017, 07:35:36 am
I don't see any problem with the assists at all even so, no one has complained about it, Kingpepe wanted the game to be as it is and I find it fun honestly.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on December 24, 2017, 12:26:32 am
All right, it's been a tad quiet here but I've got stuff to show at least! (mainly new mechanics) Alternate SFX for hard knockdowns: https://streamable.com/heh9v Summoning helpers in mid-air (You can make them do either the standing or crouching summon variants in mid-air): https://streamable.com/tnvjj Summoning helpers in the middle of attacks (Helpers require double the cost and if doubling the cost would take more than what the helper bar displays, you can't summon them for that attack. The damage and Luigi's size will be fixed here): https://streamable.com/utxeh
Title: Re: Famicom Fighters (Progress Thread)
Post by: MusashiX 96 on December 26, 2017, 04:54:33 pm
All right, it's been a tad quiet here but I've got stuff to show at least! (mainly new mechanics) Alternate SFX for hard knockdowns: https://streamable.com/heh9v Summoning helpers in mid-air (You can make them do either the standing or crouching summon variants in mid-air): https://streamable.com/tnvjj Summoning helpers in the middle of attacks (Helpers require double the cost and if doubling the cost would take more than what the helper bar displays, you can't summon them for that attack. The damage and Luigi's size will be fixed here): https://streamable.com/utxeh
KingPepe2010, What do you think of my idea?
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on December 29, 2017, 06:54:28 pm
Technically, you can do 3v3 through turns mode. As for the roster you came up with, I already put up a bunch of character guidelines as to who gets in and who doesn't in the character request thread. (Also that would be a shitload of characters for Nintendo.)
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on February 13, 2018, 03:47:30 am
Dev Log #2: Helper Mechanics and Thonolan Updates:
Title: Re: Famicom Fighters (Progress Thread)
Post by: SevenShanks on March 09, 2018, 04:40:38 pm
This seems really cool, and as a MUGEN fan, I wish I found out about this earlier! But, a quick question, is there any estimate date of Kunio-kun's adding? ...or is that something i'm not allowed to ask?
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on March 10, 2018, 04:03:57 am
I didn't state he was getting in, he just had a chance of getting in.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on April 13, 2018, 05:15:08 pm
Here's a preview of the Mighty Final Fight stage!: https://streamable.com/4ed8m (https://i.imgur.com/Gu39reh.png)
Title: Re: Famicom Fighters (Progress Thread)
Post by: R565 on April 13, 2018, 06:17:26 pm
You're coming along well Pepe, is the roster getting close to full in your opinion?
Title: Re: Famicom Fighters (Progress Thread)
Post by: DraconianA24 on April 27, 2018, 03:38:01 am
My brother has a crazy idea. Scrooge McDuck as seen in the Ducktales game, with Darkwing Duck, Chip and Dale, and Baloo as assists, making for a team based on the Disney Afternoon NES games. If there aren't enough move ideas for Scrooge, Darkwing could be the playable one.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on April 27, 2018, 04:44:25 am
@R565: I would say there's about one more character left (after Kid Niki) before Beta 1.
@DraconianA24: Please use the Character Request topic and read the document.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Rec Reaper on April 27, 2018, 07:03:13 am
@KingPepe2010 Hi again! I was wondering if you had any plan for netplay. All of my friends around the U.S have been wanting to play together. Big fan of your work!
Thanks!
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on May 01, 2018, 04:21:36 am
@Rec Reaper: There is an IKEMEN version in the first post which allows netplay.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on August 22, 2018, 10:07:37 pm
Ok so update what's going on: (https://i.imgur.com/ksFNQ9y.png)
This bonus stage is almost finished. The only thing left to do is Dig Dug and Bomberman need their code updates and a new build will be on the way.
I must apologize for how long it's taking for the next update to come out and this is all on me to be honest. This was meant to be a more simple balance/mechanic update with a few bug fixes and just one bonus stage and it has taken way longer than expected. I've ran into a bunch of personal issues and a bunch of burnouts that have costed me quite a bit of time on this project. This is mainly my fault and I'm sorry that this update should've come out much sooner.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Noside on August 22, 2018, 10:49:58 pm
It's ok, I was wondering if you are currently working on a new character, man I can't wait to see who's next on your list, cheers!
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on August 23, 2018, 08:00:12 pm
Here's a preview of the bonus stage!:
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on September 06, 2018, 10:15:22 pm
The new update has finally arrived!:
MUGEN version (https://www.dropbox.com/s/ynh6i4e4l6kdbk3/Famicom%20Fighters%20-%209-6-2018.zip?dl=0) IKEMEN version (https://www.dropbox.com/s/3vwoy5ifo8a3bw4/Famicom%20Fighters%20%28IKEMEN%29%209-6-2018.zip?dl=0) Standalone character pack (Urban Champion, Thonolan, Star Man) (https://www.dropbox.com/s/2v6c6y4lamskexm/Standalone%20FCF%20Character%20Pack%20%289-6-2018%29.zip?dl=0)
Change list:
Spoiler, click to toggle visibilty
System ---------------------- -Pause menu also displays controls used to nagivate the menu. They also make mention of Forward + Attack commands as well. -Hard knockdowns use a different sfx. -Arcade mode's order has been reorganized since Star Man and Thonolan aren't new to the builds anymore: --Order 1 (Urban Champion, Mario) (1983-1984) (2 opponents) --Order 2 (Dig Dug, Bomberman) (1985) (1 opponent) --Order 3 (Samus, Simon, Star Man) (1986) (2 opponents) --Order 4 (Bonus) --Order 5 (Mega Man, Ryu) (1987, 1988) (2 opponents) --Order 6 (Thonolan) (1992) (1 opponent)
Stages ---------------------- -New stage: Factory from Mighty Final Fight.
Bonus Stages ---------------------- -New bonus stage!: Mad Gear Gang-Up --Fight off all the Mad Gear grunts before they beat your ass. -Hit the Spinies stage does not have a delay when you turn around. (This also applies to Mad Gear Gang-Up)
Characters ---------------------- -All characters now use the EXPLODsive buffering system by JustNoPoint and Jmorphman. This fixes issues with what MUGEN's default command system had. --All the charge characters (Simon, Thonolan, Dig Dug) now use SNK-like charge mechanics which in turn: ---Charging is based on input rather than the direction you're facing. (This also allows charge characters to use moves that require a back charge in bonus stages) ---Allows them to charge during hitpauses. -All characters can summon in mid-air now. Holding down while hitting Select will allow you to summon the crouch variant of the helper. -Helpers can be summoned mid-attack. This costs double the helper meter requirement however and summons that require a full bar can't be used. -All basic hopping attacks, air specials/supers and hopping specials/supers now have longer landing recovery when the player lands. (5 frames for basic attacks, 8 frames for specials and supers) -Certain air attacks work a bit differently when performed near the ground: --Air attacks that have the player float will make the player complete the action before they become grounded. --EX air specials that obey gravity (Mega Man's Shadow Blade, Ryu's Windmill Shuriken) will refund meter if they land before tossing out their projectile. (If you get hit, the meter won't be refunded) -Chip damage has been increased, going from 1/10th of the original damage to 1/4th. -All air attacks now do the same hitstun on grounded opponents. -All characters have pre-jump invinicbility. -Hitboxes have been readjusted for certain basic animations (walking, jumping, dashing, getting hit) to be more consistent. -Hitpauses have been extended a bit.
Mario: -Mario is now taller and is the same size as his original Super Mario sprites. -Now has color separation. Some of his palettes have been changed as well to change Mario's details. -Plumber's Punch and Brick Breaker use new animations. -Plumber's Punch is now +8 on hit (from +10) and 0 on block (from -2). -Brick Breaker's range is slightly nerfed (Mario doesn't slide anymore), is now -16 on block (from -15). The damage now remains the same when his arm is fully extended out and he launches airborne opponents slightly higher. -Mario's Air Raccoon Tail does not stop Mario's y-velocity on activation. During the start up, he also ignores gravity. (This also fixes an infinite) -Damage nerf on EX Raccoon Tail. (175 -> 150) -Stomp, EX Stomp and Luigi's stomp's tracking has been updated to be more accurate.y -Punch version of Flame Launch launches the fireball at a steeper, longer angle. -Damage nerf on Hammer Wreck. (375 -> 315) -Damage nerf on Multistomp (Stomp + Multistomps' additional hits: 439 -> 352)
Urban Champion: -Urban Champion is now a bit taller and his hitboxes have been altered to match this. -Sprites have been color-seperated now. --Urban Champion now has a new palette set, involving more of Nintendo's earlier first party titles. -A bunch of animations have been updated to look better. -Readjusted Urban Champion's jump speeds. -Standing Strong Kick now has Urban Champion take another step forward. (This was due to a painful animation error in the original animation) -Crouching Light Kick and Crouching Strong Kick now have more range. -Jumping Strong Punch has been changed; Urban Champion now does a reaching punch that hits pretty far. Damage is weaker than Jumping Strong Kick and it does not shove the opponent into the ground. -New Command Basic: Sky Launch. This is basically Urban Champion's old Jumping Strong Punch. In the juggle system, it is now considered a medium attack. (It can't juggle after four juggle points instead of five now.) -Kick Version of Quick Dash now has upper and mid-body invincibility. -All versions of Rising Upper have had their damage nerfed. (150 -> 120, 180 -> 150) -Counter Attack now has two variations and an EX version. Punch version has a faster startup but the invinicbility only lasts during the back step. Kick version is the same but with more damage. EX version is slightly longer than the kick version but causes a wall bounce on hit. -Spin Punch and Dodge now use new commands (Back + Punch, Back + Kick) but the input window during Counter Attack has been reverted. -Dodge's range has been fixed and the damage has been buffed. (90 -> 120) -Triple Rise's damage has been nerfed. (380 -> 320) -Flowerpot now has proper block stun and its arc changes based on the opponent's own height. -Scapegoat has gained more active frames and dropped some recovery frames. -Fixed a bug that prevented the fish from popping up if Urban Champion had to back dash during Sewer Brawl. --Balloon Fighter's Flipper has been reworked; it's now blockable but on hit, it flings the opponent forwards. After throwing, Balloon Fighter will attempt to fly away as fast as he can. -Fixed a bug where Balloon Fighter would set your helper meter to zero when he tossed the flipper. --Fixed an issue where Bubbles' stun wave and Balloon Fighter's attacks in general were not counting towards the juggle counter.
Star Man: -Standing and Jumping hitbox corrected. -Standing Light Punch startup increased (3F -> 4F), active frames increased (2F -> 3F), recovery increased (4F -> 6F). Now +4 on hit/-2 on block (formerly +7 on hit/+1 on block). -Standing Light Kick startup increased (4F -> 5F), recovery decreased (9F -> 7F). Now +7 on hit/2 on block (formerly +3 on hit/-2 on block). -Crouching Light Punch's range was increased, active frames decreased (4F -> 3F), recovery increased (3F -> 5F), now +6 on hit/0 on block (+5 on hit/1 on block) -Crouching Strong Punch's range was increased, hitbox was lowered, recovery increased (13F -> 16F), now +1 on hit/-5 on block (formerly +3 on hit/-3 on block) -Crouching Light Kick's range was increased -Crouching Strong Kick's recovery was increased (6F -> 8F), opponent falls faster after being knocked down. -All air attacks do the same hitstun to grounded opponents as Jumping Light Punch. -Jumping Light Punch was retooled completely, making a far, light jump-in. It also lost the ability to chain into Jumping Strong Punch. -Jumping Strong Punch range was increased for both parts, the hitbox for both parts were lowered and the active frames were decreased (8F -> 5F). -Jumping Light Kick hitbox was changed so the collision covers his whole knees. -Body Splash's hitbox was increased from behind but decreased from the front. -If guard attack doesn't hit or Star Man's Flying Cross Chop misses, Star Man puts himself into a hard knockdown. -Knee Launch changed dramatically: reduced startup (6F -> 2F), upper body invincibility during the first six frames, travels less horizontally, now has landing recovery of 12 frames, and can be cancelled into Meteor Crash. -Knee Landing startup startup increased (16F -> 22F) but travels a bit farther and can cross-up. -Sommersault Kick range increased, separates the opponent farther and does less damage. -Shooting Slam falls faster now. -EX Shooting Slam shoots Star Man higher up and travels less distance. -Nova Whip's startup was decreased (8F -> 6F), throw range was nerfed. -Orbital Swing range buffed. -Meteor Crash's hitbox improved and Star Man dives faster. Damage when hitting the opponent OTG is nerfed. (Instead of the default 250, now it's 150) -Comet Tackle's damage was buffed. (270 total -> 300 total) -The Amazon now hops to Star Man's spot during Outlaw Choke and the opponent becomes hittable after the hold ends. Damage was nerfed (180 -> 150)/ -The Amazon's Piranha Bite has The Amazon waiting off-screen for a few seconds (although this wait is dropped if summoned mid-attack), then falling down in front of where Star Man set up the summon. Damage was nerfed (150 -> 120) and he puts the opponent in an invulnerable knockdown. -Baseball Player's baseball bat swing's hitbox was extended further from behind. Also when he comes out, there's a bit of waiting time (12 frames) before he's ready to swing.
Mega Man: -Air Metal Blade and Shadow Blade have a longer startup (9F to 12F) and decreased knockback. Air Metal Blade also has less hitstun. -Level 3 has been changed a bit to look better and was recoded to prevent Mega Man or the opponent getting stuck in certain conditions.
Simon: -Holy River damage has been buffed. (230 to 270). Fixed an issue where Holy Flame could potentially hit more than once. -Medusa's Warth changes: --Medusas come out and travel much faster. --Airborne opponents get knocked slightly higher. --Unaffected by damage dampener and juggle counter. --Simon regains access to all of his moves as soon as the last one is out. (Instead of waiting for all of them to disappear)
Bomberman: -Recovery increased on Crouching Strong Punch by 5 frames. (14F -> 22F, -8 on block to -16)
Dig Dug: -Hard Hammer (Air Strong Punch) can now be performed by holding back and pressing Punch as well. The opponent also doesn't move as far if they get hit airborne. -EX Earth Smasher has been changed a bit. -Fygar now hops in for his standing summon. -Mappy now jumps in for both summons. -Mappy's Trampoline is now guaradble if it makes contact while you're blocking.
Thonolan: -Jump hitbox corrected. -Back Dash makes Thonolan preform a higher jump and thus, recover longer. -Frame advantages were increased on hit for light attacks, opening up some links between light attacks while making pre-existing links easier. -Axe Kick, Standing Strong Kick and Jumping Light Kick had their animations updated while also increasing their range. -Standing Strong Kick starts up one frame quicker and drops the animation frame where his foot was out before the attack becomes active. The active frames also increased. (2F -> 4F) -The second hit of Front Double Kick can be super cancelled. (Note: Since it's airborne, it can only cancel into Lightning Leg) -Crouching Light Punch's startup has been decreased by 2 frames (8F ->6F) and has less pushback. -Crouching Light Kick's recovery has been decreased by 2 frames (7F -> 5F, now +1 on block) but its startup has been increased. (3F -> 4F) -Crouching Strong Punch's pushback was increased. -Jumping Strong Punch has more active frames (2F -> 4F), the last two active frames has a different hitbox that hits lower. -Jumping Light Kick hitbox was extended downwards. -Jumping Strong Kick's range was increased a bit. -Punch version of Rising Flip has Thonolan doing a single flip kick while rising off the ground. -Blazing Flips has been changed a bit visually, the final kick also has a better hitbox to not whiff with. -Sky High Kick has all-around invinicbility during the first 12 frames. -Rat Knight jumps towards Thonolan's position before marching forwards. -Rat Knight's stab does not knock down anymore, making it useable for when he's summoned in the middle of attacks. -Bub's bubble's startup was decreased by 24 frames. (56F to 32F) -Bub's rainbow disappears after hitting once and puts the opponent in an invulnerable knockdown. -NOVA's boomerang doesn't knock down but hits once on the way forwards and again on the way back. -NOVA's grenade will shorten its distance based on how close NOVA is close to the corner. -NOVA's grenade lost 52 active frames (64 -> 12) and the hitbox is not only smaller, but it grows from the intial explosion. (The final size is still much smaller than the original hitbox)
Ryu: -Rygar's crossbow now flings the opponent lower.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on September 16, 2018, 05:12:49 am
New update, primarily to fix a bunch of bugs as well as switching IKEMEN over to IKEMEN Plus: https://www.dropbox.com/sh/k18fnajo08itqes/AAB2omt_LvTN6YkJSI9fQY6ra?dl=0
Spoiler, click to toggle visibilty
Change list:
Characters ---------------------- Urban Champion: -Fixed a bug where Urban Champion could cause the opponent to die twice if he defeated them with EX Counter Attack. -(IKEMEN) He got his name back.
Samus: -(IKEMEN) Fixed an issue where Mine Lay was on the wrong button.
Star Man: -Fixed Star Man attempting to pin air if a helper defeats the opponent -Fixed hitsparks involving Amazon's Outlaw Choke with Samus and Mega Man. -(IKEMEN) Fixed an issue where Star Man can go into his followups during Rocket Run if he made contact.
Mega Man: -Fixed Charge Kick's move variants being set to the wrong buttons.
Thonolan: -(IKEMEN) Fixed an issue with Butterfly Kick where it would come out during any down motion and not specifically down-back.
Dig Dug: -Fixed a bug where Earth Shatter's ranges weren't applied correctly.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on February 08, 2019, 03:19:31 am
Sorry for being silent regarding the game's progress, this video will show what we've been up to regarding Kid Niki:
Title: Re: Famicom Fighters (Progress Thread)
Post by: GeorgeMP on June 27, 2019, 02:33:01 am
So, I just downloaded this, and it was amazing! Also, I have 3 things I would like to say about it.
1: I think you should have a large list of (probably 12 to 24) helpers for any character to pick from, rather than having 3 exclusive to each character.
2: Who is the final boss going to be?
3: Any plans for new characters?
That's all.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on July 05, 2019, 09:08:11 pm
Hey, thanks!
1. I think we're going to stick with the current system for now. 2. That's still being decided upon and is still secret. 3. Yeah, there's definitely more characters coming.
Anyways, I deeply apologize for the lack of activity lately, there isn't much to post at the moment as much of what I'm doing is mainly technical crap (Like right now as I speak, I'm fixing and tidying up the code for the projectiles and helpers.) There will be a new update not too far off for the current standalone characters that will contain such fixes as well. Again, sorry for the lack of updates on this project.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Noside on July 06, 2019, 02:49:25 pm
I think you should work on stand alone characters once you finish the fullgame, speaking of which, who you gonna be working on next after Kid Nikki? Billy Lee? Bill Raizer maybe? cheers!
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on July 11, 2019, 04:17:18 am
The next character is currently still a secret at the moment, can't say it yet!
Title: Re: Famicom Fighters (Progress Thread)
Post by: Noside on July 11, 2019, 05:29:14 pm
Awesome! can't wait! :woeh:
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on July 25, 2019, 07:30:35 pm
Doing some changes for the juggle system: https://twitter.com/FamicomFighters/status/1154443459073363968
Title: Re: Famicom Fighters (Progress Thread)
Post by: RagingRowen on July 27, 2019, 05:21:13 pm
Doing some changes for the juggle system: https://twitter.com/FamicomFighters/status/1154443459073363968
Bro this calls for a Trials mode.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on July 28, 2019, 07:15:57 pm
New extra stage based around the space colony from Journey to Silius/rʌf World! (https://i.imgur.com/3ldKfSy.png) Video: https://twitter.com/FamicomFighters/status/1155522594382254086
Title: Re: Famicom Fighters (Progress Thread)
Post by: totototo on August 19, 2019, 07:25:09 pm
Ohhhhhhhh yeeeeesss I really like the background cameo characters. I can't wait for the fighter and assists from Sunsoft!
Title: Re: Famicom Fighters (Progress Thread)
Post by: GeorgeMP on September 08, 2019, 06:52:44 pm
Although I really wish you could get someone to try and port this to the actual Famicom/NES. That would be really awesome, especially since that console didn't really have much in the way of fighting game experiences.
As for new characters, maybe someone from Dragon Quest would be nice.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on September 29, 2019, 03:59:15 am
So after some discussion, Kid Niki will be pushed back to a later date since his sprite progress has come to a halt. However, he's not cancelled and we do have another character taking his place (that I wanted to release later but oh well) for Kid Niki's original release...
...and he seemed perfect for the final reveal: (https://i.imgur.com/YvnuNQc.png)
Title: Re: Famicom Fighters (Progress Thread)
Post by: Noside on September 29, 2019, 05:32:43 pm
Black Mage from Final Fantasy is it??
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on September 30, 2019, 03:22:34 am
Yeah, it was admittedly a fairly obvious one. (Probably even without the hint)
Title: Re: Famicom Fighters (Progress Thread)
Post by: Noside on September 30, 2019, 02:50:30 pm
Awesome! :yippi:
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on October 11, 2019, 09:44:40 pm
New state for a new upcoming bonus round: the dojo from Yie Ar Kung-Fu! (https://i.imgur.com/l5K2qG7.png) You can also see it in motion here: https://twitter.com/FamicomFighters/status/1182738476359401479
Title: Re: Famicom Fighters (Progress Thread)
Post by: Noside on October 12, 2019, 05:43:17 pm
Yie Ar Kung-Fu, super classic! I love it!
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on October 21, 2019, 03:50:56 am
Heads up again on this: MC Jimmy and I will be at RetroGameCon in Syracuse on November 2nd and 3rd with our own table! We'll have Famicom Fighters set up there to play as well as t-shirts and CDs you can get!
You can also see our table banner right here: https://twitter.com/FamicomFighters/status/1186095890920030212
Title: Re: Famicom Fighters (Progress Thread)
Post by: GeorgeMP on October 21, 2019, 03:59:14 am
Heads up again on this: MC Jimmy and I will be at RetroGameCon in Syracuse on November 2nd and 3rd with our own table! We'll have Famicom Fighters set up there to play as well as t-shirts and CDs you can get!
You can also see our table banner right here: https://twitter.com/FamicomFighters/status/1186095890920030212
Oh, that's pretty cool! Very nice looking. Although I really wish you could get someone to try and port Famicom Fighters to the actual Famicom/NES. That would be really awesome, especially since that console didn't really have much in the way of fighting game experiences.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on October 25, 2019, 07:18:11 pm
System ---------------------- -Both M.U.G.E.N and I.K.E.M.E.N versions have been combined into one pack instead of being needed to download separately. -The pause menu has been updated to fix several glitches involving transitions. -Helper bars have been changed visually. The helper meter bar now relies on "stacks" that get added when the bar gets filled up all the way.
Stages ---------------------- -New stages have been added: --Kid Niki: Stone Wizard's Temple --Yie Ar Kung Fu: Dojo --Journey to Silius: Colony -Simon's and Samus's stages have received new tracks. -The camerman in Star Man's stage now follows around both players. -Bomberman's stage doesn't scroll vertically anymore. -Ryu's stage and the Joy Mech Fight training stage have been extended vertically. While this isn't noticeable in FCF, this prevents some graphical glitches with the stages when used outside of M.U.G.E.N.
Bonus Stages ---------------------- -New bonus stage: Kung-Fu Fighting --Attack or evade as many of the projectiles you can without getting hit yourself!
Characters ---------------------- -Level 1 supers and helpers will have no effect on the juggle system. Exceptions include command grabs, reversals, activation-specific supers. -Projectiles were recoded to fix command issues (ex: not being able to throw out a projectile when the opponent was laying down). --Special projectile attacks will now only cancel into supers if the projectile makes contact. -Helpers were recoded to prevent the move counter from dropping. -Helper bars that required half of the bar to be summoned had their meter requirements increased. Going by the old bar, they would now require 2/3rds of the bar. -When summoning a helper mid-attack, instead of requiring double the meter amount, it only requires an additional stack.
Mario: -Ex Raccoon Tail recovery was increased (18 -> 30, -1 on block -> -9) now -Flame Launch does two hits, total damage slightly nerfed (130 to 135) -Luigi's fireball does two hits, due to calculations the chip damage has been slightly nerfed (25 to 24) -Air Light Punch has a new animation, slightly more range (in both directions), startup increase (3F to 4F) and is active longer (4F to 9F) -Stomp landing frames decreased. (8F -> 7F) -Flame Launch's knockback was nerfed, not launching the opponent as high. -Air Super Fire landing frames increased. (5F -> 13F) -Hammer Wreck now only activates if the 4th swing hits, not any of the previous hits. -Luigi now takes 3 hits -Luigi's jump is blockable but causes the opponent to ground bounce -When the opponent bounces off the wall from Kirby's inhale, they travel slightly less forward -Kirby's Stone is replaced with Freeze -Link stops a bit earlier during his stand summon -Link now hops in to throw the boomerang and he throws it farther. However, the boomerang doesn't keep the opponent grounded and if Link gets interrupted while the boomerang is still out, the boomerang will disappear and the opponent gets thrown forwards.
Urban Champion: -Rising Uppercut has more ending lag. (5F -> 8F) -The final uppercut on Triple Rise was reworked; it knocks down on the initial hit, Urban Champ himself doesn't move as far as he does and he has a lot more ending lag. (4F -> 13F)
Samus: -Now color separated, palettes have been updated as well -New animations: Standing Strong Punch, Jumping Strong Kick -New Basic attacks: --Low Hook - An overhead that allows for links. --Blast Upper - Basic launcher, can act as a close anti-air -Stand Light Punch's startup is increased by 1F. (4F -> 5F), range increased. -Standing Strong Punch uses a new animation. -High Cannon has a new animation, active frames increased by 2F (3F -> 5F) more recovery (15F -> 19F), more frame disadvantage on block (-05 -> -07) -Standing Strong Kick is reworked, more range, travels farther, 1F startup increase (9F -> 10F), more recovery (13F -> 24F) (-7 -> -10 on block), not cancellable -Crouching Light Punch's startup is increased by 1F (3F -> 4F), range increased. -Jumping Light Punch's range is increased. -Knockback on Jumping Strong Punch is decreased. -Samus retains a bit of momentum after Knee Smash. -Instead of Freeze Beam in general only freezing once in a combo, now each variant can only freeze once. This means it's possible to freeze an enemy up to three times. -Screw Attack hitbox increased. -Cannon Smash has been replaced with a completely new (but functionally similar) attack: Shoulder Shot. Samus lets out a blast from her cannon that propells her forward. Unlike Cannon Smash, the hurtbox is active while she charges forward. It's only safe if done at the correct range. --EX version: Travels farther, does more damage and has a single hit of super armor. -New special: Rolling Bomb. Samus throws out a bomb at a specific distance. The bomb itselfwon't make contact until it explodes --EX version: The bomb is launched close to Samus but there's a delay before it explodes. -Wave Beam has more recovery. (23 -> 34, landing recovery: 7 -> 13) -New super attack: Screw Rush. Samus performs two Screw Attacks, a hopping one and then a horizontal one. The hopping one has some projectile invincibility in the beginning. -Kraid now hops into the battle instead of running in. -Damage on Kraid's spikes have been decreased. (50 -> 30) -Pit now hops into battle for the standing summon. -Fixed an issue where Pit's arrow would get stuck at the end of the stage. -Damage on Pit's arrow has been decreased. (255 -> 90) -Pit's crouch summon has him higher in the air and doesn't utilize the hammer anymore; instead going for a shield bash when he gets within certain range. -Takamaru's Sword attack knocks the opponent up a bit higher. -Varia Suit has been turned into a normal palette with no additional attributes. The special intro has also been disabled.
Star Man: -Fixed an oversight that could let Star Man autocorrect his aerial EX Shooting Slam. -Both versions of Shooting Slam will force him to be considered standing if he uses it while he was crouching.
Simon: -Jumping Strong Kick has less pushback. -Whip Swing now has two different variants: --Punch version comes out faster (15F -> 13F), does weaker damage, and only hits mid. --Kick version has the original startup, longer recovery, does more damage (although its damage is nerfed from the original Whip), has a bit more range and can hit lower. -Whip Swing can also be performed in the air, the punch version being a whip in the air whilethe kick version has Simon pull out the whip and swinging it on landing. -Flame Whip's damage has been nerfed (150 -> 120) but is now super cancellable. -Flame Whip can now be performed in the air. -Holy Water's damage spreads out much faster and has had its hitbox increased vertically. -New super: Axestorm -Spawn of Death has been completely reworked: Simon throws a scythe that on contact will summonDeath. The scythes themselves home in on the opponent and have no effect on the juggle limit or abide by it but they can be destroyed (only to respawn). Simon himself can also use his meterlessspecials and helpers while the super is going on. -Red Skeleton requires 1/3rd of the helper bar to summon and revive instead of a full helperbar. He also rises faster from the initial summon and the player can follow up after he takes a bite. -Fuuma's Standing Summon has Fuuma jumping out first before jumping towards the opponent (whichin turn, makes his damage more consistent). Fuuma can also destroy projectiles while spinning.However, the overall damage of the summon has been nerfed. -Fumma's Crouch Summon how has him tossing out a Hexplosive, which blows up and separates intobullets on contact or after a certain amount on time. On hit with an opponent, it'll launch theminto the air.
Dig Dug: -Super Driller: --The final hit's velocities have changed: the multi-hit part moves the opponent less and for the final hit, on grounded opponents it launches them into the air but on aired opponents, it knocks them away with not much vertical knockback. --Dig Dug moves on the second frame instead of the first frame. (Which stops that weird moment where he shifts himself during the super pause) --Fixed the bug where the final hit was registered as a normal attack. -Jackhammer Dive: --Startup frames decreased (5F -> 3F) --The hurtbox was extended down a bit. --Invinicibility frames were decreased (9F -> 4F)
Ryu -Fire Wheel's damage has been nerfed (210 -> 165)
Title: Re: Famicom Fighters (Progress Thread)
Post by: RagingRowen on October 25, 2019, 08:28:06 pm
Found a bug: Simon can't access his Pause Menu when I push Start. May wanna check other chars too. Edit: May I suggest shortening Star Man's Orbital Swing swing part? Last Edit: I'm not quite sure about his Shooting Slam being HCF when his Rocket Run is QCF, doesn't quite work in my eyes because you may do the Slam unintentionally when trying to get a distance. RDP would be a logical input.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on October 25, 2019, 11:30:06 pm
Try re-downloading to fix the Simon bug. I just uploaded a small update to the build. I'll take a look into the Star Man issues when I can.
Title: Re: Famicom Fighters (Progress Thread)
Post by: RagingRowen on October 25, 2019, 11:44:18 pm
Also are you using the latest Explodsive Buffering version? I think it was updated for Jmm's Chun-Li when I was having issues pulling off Deltas in Karma's Blanka.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on October 26, 2019, 12:39:15 am
I haven't used any newer versions, I'll have to look at that another time.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Noside on October 27, 2019, 03:40:30 pm
I downloaded the latest build and played for hours! I love it so much, also made a few runs with different characters but the Yie Ar Kung-Fu bonus stage never showed up which is my next question: is it included in this build? keep up the good work man!
Title: Re: Famicom Fighters (Progress Thread)
Post by: RagingRowen on October 27, 2019, 04:03:52 pm
I should mention now that you didn't put that Mario's Multistomp has to be used from his Stomp in his movelist. Edit: If he misses his Super Fire, he can't use his projectile moves afterwards.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on October 29, 2019, 04:36:28 am
@RagingRowen: Give it a redownload, I updated the build. @Noside: Said update I mentioned for RagingRowen should fix that issue? I restructured the select.def in it. (I can't guarantee it'll show up 100% of the time because in arcade mode, it's fighting with two other bonus stages for a single spot.)
Title: Re: Famicom Fighters (Progress Thread)
Post by: Noside on November 03, 2019, 05:22:12 pm
So I check the Stages folder and there's no Yie Ar Kung-Fu stage, no wonder it never showed up. lol
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on November 05, 2019, 06:54:49 pm
Shouldn't the stage be under the name "YieArDojo" in the stages folder?
Title: Re: Famicom Fighters (Progress Thread)
Post by: Noside on November 06, 2019, 03:08:38 pm
Nope, there's no "YieArDojo" file in the stages folder, just the Super Mario Bros. and Mighty Final Fight bonus stages.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on November 06, 2019, 04:39:43 pm
Ok, that's strange then. The updated download I mentioned should definitely have them then.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Noside on November 06, 2019, 06:24:04 pm
Just downloaded the latest build and this one has it, thanks! :thumbsup:
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on November 13, 2019, 10:22:30 pm
Small update mainly to fix a number of bugs: http://mcjimmy.net/famicomfighters.html
Change list:
Spoiler, click to toggle visibilty
System ---------------------- -Restored font for the continue screen. -Menu music should now loop properly in M.U.G.E.N version. -FINALLY made the menu cursor use the correct red color.
Characters ---------------------- -Fixed the helper health bar displaying incorrectly if the helper has taken a hit.
Mario: -(Undocumented, earlier fix): Fixed an issue where a whiffed Super Fire would prevent him from throwing any more projectiles. -(Undocumented, earlier update): Pause menu mentions about Multistomp requiring a Stomp to connect. -Fixed an issue where Stomp on block may cause him to rebound weirdly. -Altered hurtboxes on Stomp a bit so it could hit Mega Man while he's crouching.
Urban Champion: -Fixed an issue where the chirping sound during his dizzy plays on the continue screen.
Simon: -(Undocumented, earlier fix): Fixed an issue where Simon couldn't pause.
Dig Dug: -Fixed EX Hook Toss glitching out when used on an opponent who was hit by Jumping Strong Punch -Fixed Mappy's trampoline doing god knows what the heck happened. -Extended Dig Dug's pre-jump frames to 5, making Rock Drop and Earthquake easier to perform.
Bomberman: -Self-Destruct now requires Bomberman to have more than 1/10th of his health in order to perform. -Fixed an issue where Lode Runner can be summoned below meter requirements in the air. -Fixed Black Bomberman repeatedly hitting the opponent on guard.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on March 08, 2020, 08:03:01 pm
Just a heads up, MC Jimmy and I will be at RetroGameCon hosting a Famicom Fighters table again! This year, RetroGameCon will be held on October 10th and 11th (in Syracuse, New York). Not only can you meet us there, we'll have the whole game set up for play. We'll also be selling t-shirts and handing out music CDs there as well!
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on April 01, 2020, 07:17:15 pm
We got a new character reveal today!
Sonic dashes in to Famicom Fighters, spinning up some trouble! While he'll show up in the next update, there's also a standalone M.U.G.E.N release to try him out!
Site: http://mcjimmy.net/famicomfighters.html
Title: Re: Famicom Fighters (Progress Thread)
Post by: Mintloid on April 02, 2020, 12:59:52 am
We got a new character reveal today! [youtube]https://www.youtube.com/watch?v=haVlZX7yalA[/youtube] Sonic dashes in to Famicom Fighters, spinning up some trouble! While he'll show up in the next update, there's also a standalone M.U.G.E.N release to try him out!
Site: http://mcjimmy.net/famicomfighters.html
Looks like my dream came true after all LOL <3
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on April 02, 2020, 08:43:47 pm
Anyways, back to the continued schedule: Dig Dug is almost done, he just needs his color separation. There's going to be a few more character tweaks left but hopefully, this upcoming update will be out soon.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on July 06, 2020, 10:23:06 pm
Update in regards to RetroGameCon 2020, they've cancelled and rescheduled for 2021: https://www.facebook.com/RetroGameCon/posts/3068904783186824
If we have any future plans for attending RGC in 2021, I'll bring it up. We still have t-shirts and CDs from RGC 2019 (that we were planning to bring to RGC 2020 as well) if you're interested: http://mcjimmy.net/famicomfighters.html
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on October 14, 2020, 07:48:01 pm
So before I state what's going on with Famicom Fighters, I would like to apologize for not keeping things up-to-date on this forum. I could've done a better job of keeping things posted here and I've admittedly put more focus on Famicom Fighters' Twitter and Youtube accounts than I've done here.
So first off, there's a new update coming out tomorrow! Much of the update consists more of fixing and changing around a bunch of mechanics. Some of this includes a new damage dampener (based on scaling per move type instead of the number of hits), character's having unique frozen sprites, characters not re-standing when they're burnt or shocked and several other under-the-hood coding changes to deal with bugs. A slight heads up though, the punch and kick buttons have finally been swapped to match A and B on the 6-button control scheme. (I wanted to emulate the NES control scheme originally but I've noticed this ended up causing more confusion for people who are trying out the game. This change will also apply to the standalone versions.)
Other things this update includes:
Mario now has a new track for his stage thanks to MC Jimmy! You can listen to "Super Mario Warrior" here: https://soundcloud.com/mcjimmycalo/super-mario-warrior
Basic attack ranges have an improved for certain attacks on all characters now.
Defeating an opponent with a super attack will now cause the super's name to appear on screen ala MvC. (https://twitter.com/FamicomFighters/status/1273391056873275394)
Alternate palettes may use different victory fanfares upon winning a match. (https://twitter.com/FamicomFighters/status/1283857207193481222)
Dig Dug has received a bit of an overhaul in his basic attacks and has gained several other changes in regards to his specials and supers. (https://www.youtube.com/watch?v=5S3lwfFqA1g)
For standalone M.U.G.E.N releases, Dig Dug will be released on the 17th as well as an update for all standalone characters.
For the future, I was originally going to update Ryu for the the update after this one. However, as it's been a while since FCF's last new character I've decided to switch to working on Black Mage and getting him finished up as well. I'm also considering looking into IKEMEN GO and porting Famicom Fighters over to that. Whether or not that will become the main engine for Famicom Fighters is unknown and I'm not sure what to do in regards to the MUGEN version if that does happen. (Admittedly, it does look so tempting to switch over to it.)
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on October 15, 2020, 07:23:31 pm
Stages ---------------------- -Mario's stage now uses a new track: Super Mario Warrior by MC Jimmy!
Characters ---------------------- -The buttons for punching and kicking were reversed: A and B now align with the 6-button control scheme. --This also means the default palette is now set to A. -Damage dampener was updated: each attack now scales the player's damage by a certain amount rather than relying on the number of hits. -Attack priority was reworked on all characters and they now rely on hitboxes rather than MUGEN's own priority system. -Mid-position hit sprites were readjusted. -Attacks that cause burn/shocks now don't force the opponent to restand. -All characters now have unique frozen sprites. -Upon defeating the opponent with a super, a "super finish" screen will appear with the super's name. -Certain alternate palettes will use a different victory fanfare from the character's default one. -All characters that had color separation (Mario, Urban Champion, Samus, Simon, Thonolan) have their color separation palettes updated. This was mainly to separate colors for helpers and other objects from the character. --Mario and Simon had their palettes revamped. --Mario's hands are now color separated. -Several characters (Mario, Urban Champion, Star Man, Bomberman, Ryu, Thonolan) have had their horizontal velocities increased for their forwards/backwards jumps.
Mario: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Standing Light Kick, Standing Strong Kick, Crouching Light Punch, Crouching Strong Punch, Crouching Light Kick, Crouching Strong Kick, Jumping Light Punch, Jumping Strong Punch, Jumping Strong Kick, Raccoon Tail (Light, Strong, Air) -High Kick startup decreased by 2 frames. (8F -> 6F) -Standing Hit, Crouching Hit and Popped sprites were redone. -Crouching hitbox was slightly increased height-wise. -Crouching Light Kick startup was increased by 1 frame. (4F -> 5F) -Most of Mario's alt palettes how use alternate victory music based on palette's origins.
Urban Champion: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Standing Light Kick, Standing Strong Kick, Crouching Light Punch, Crouching Strong Punch, Crouching Light Kick, Crouching Strong Kick, Air Light Punch, Air Strong Punch, Air Strong Kick, Low Smash, Face Breaker, Gut Punch, Guard Attack, Quick Dash -> all punches, Fistul Fury, Slide Punch, Fist Fury, Sewer Brawl -Standing Strong Punch startup increased by 2f (6F -> 8F) -Active frames of Low Punch use a consistent hitbox -Standing Light Kick startup increased by 1 frame (4F -> 5F) -Air Strong Punch active frames decreased by 2 (6F -> 4F)
Samus: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Standing Light Kick, Crouching Light Punch, Crouching Strong Punch, Crouching Light Kick, Crouching Strong Kick, Air Light Punch, Air Strong Punch, Air Strong Kick, High Cannon, Low Hook
Star Man: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Kick, Crouching Light Punch, Crouching Strong Punch, Air Strong Kick -EX Nova Whip will now grab opponents that are hit and it can be used in the same combo with another regular Nova Whip without the opponent breaking out.
Mega Man: -These following attacks have had their range increased: --Standing Light Punch, Crouching Light Punch, Crouching Strong Kick, Air Light Punch
Simon: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Crouching Light Punch, Crouching Strong Punch, Air Strong Punch -Back Dash is now slower.
Thonolan: -These following attacks have had their range increased: --Standing Strong Kick, Crouching Strong Kick, Air Light Kick, Air Strong Kick -Thonolan's Standing Light Punch active frames increased by 3F (2 -> 5) -Much of Thonolan's mobility has been adjusted, with a slightly shorter jump and faster walkspeeds.
Bomberman: -These following attacks have had their range increased: --Standing Light Punch, Standing Strong Punch, Standing Strong Kick, Crouching Light Punch, Crouching Light Kick, Crouching Strong Kick, Air Light Punch, Air Strong Punch, Air Strong Kick -Air Light Kick can now crossup.
Dig Dug (hold onto your pants): -Walk speed decreased slightly -Both dashes are slower. -Basics in general have much more range (only exception is Jumping Light Kick). Priority has been overhauled (which will apply to all characters later on.) --Stand Light Punch: ---Recovery increased by 3F. (6 -> 9) ---Frame adv. changed: 3F (on hit)/1F (on block) (Originally 4F/-2F) --Stand Strong Punch: ---Startup increased by 2F (5F -> 7F). (Granted this doesn't make much of a difference for a chain-only move) ---Recovery increased by 5F (16F -> 21F) ---Frame adv. changed: from 1F/-5F to -2F/-4F --Rocky Fist (Forward + Punch): ---Startup increased by 5F. (13 -> 17) ---Frame adv. changed; from 10F/-8F to 6F/0F ---Dig Dug doesn't slide as far performing the move. (Despite this, the newer Rocky Fist still has slightly more range than the current one) --Toss Up: ---Startup increased by 1. (1 -> 2) ---Recovery increased by 7 (20-> 27) ---Frame disadvantage on block decreased by 1 frame (11 -> 10) ---Damage removed from initial throw but if the opponent is not hit, they take a bit of fall damage upon landing. --Stand Light Kick: ---Recovery increased by 1F. (13 -> 14) ---Frame advantage changed; from 10F/2F to 5F/2F. --Stand Strong Kick: ---Startup increased by 1F. (8 -> 9) ---Active frames decreased by 2F. (7 -> 5) ---Recovery increased by 4F. (19 -> 23) ---Move now knocks down regardless of what state the opponent is in. On the ground, it as a mini-launcher. ---Frame adv. on block mainly increased; from -12F to -10F --Step Kick: ---Dig Dug steps forward a bit further. ---Startup increased by 7F. (6 -> 13). ---Frame advantage changed; from 2F/-2F to 1F/-1F. --Crouch Light Punch: ---Active frames increased by 1F. (3 -> 4) ---Recovery frames increased by 2F. (9 -> 11) ---Frame advantage on hit decreased by 1F. (4 -> 3) --Crouching Strong Punch: ---Drops the head hitbox starting the later startup frames, active frames and the earlier recovery frames. This allows Dig Dug to go under mid-projectiles and certain attacks. ---Is now only super-cancellable. ---Frame advantage mainly increased; from -7F/-10F to -1F/-4F. --Crouching Light Kick: ---Startup decreased by 1F. (5 -> 4) ---Active frames increased by 2F.(3 -> 5) ---Recovery frame decreased by 2F. (12 -> 10) --Crouching Strong Kick: ---Startup increased by 1F. (8 -> 9) ---Active frames decreased by 2F. (5 -> 3) ---Recovery increased by 1F. (19 -> 20) ---Frame disadvantage decreased by 1F. (8 -> 7) --Jump Light Punch: ---Active frames increased by 16F. (2 -> 18) --Jump Strong Punch: ---Startup decreased by 2F. (12 -> 10) ---Active frames increased by 1F. (3 -> 4) --Jump Light Kick: ---Active frames decreased by 6F. (14 -> 8) ---The range on this actually decreased both downwards and to the right. However, he hits a bit deeper behind and directly under him. --Jumping Strong Kick: ---Startup decreased by 1F. (6 to 5) ---Active frames decreased by 1F. (6 to 5) ---Dig Dug goes back to his jumping sprite rather than leave his legs out. -Hook Toss now has a light version with less range and damage but comes out way faster. -Earth Smasher now has a strong version with less range but more damage. -Drill-In's motion was readjusted and the damage was nerfed. -Earthquake now doesn't put Dig Dug in the center. -Super Driller's damage was nerfed but now causes the opponent to be launched up.
Ryu: -These following attacks have had their range increased: --Standing Strong Punch, Crouching Strong Punch
Title: Re: Famicom Fighters (Progress Thread)
Post by: ExL on October 16, 2020, 10:44:25 am
Great, enjoying it, though found small bug - Ryu A+forward(palm strike) sprites are blue on any palette. (shouldn't even call it a bug, but still) Played mostly with Samus and MegaMan and they play very satisfying :thumbsup: Oh, and Metroid Trap super didn't show up as super finish for some reason... Probably because it was one of last hits that ended Mario's life
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on October 17, 2020, 06:17:05 pm
Glad to hear you enjoyed it! In regards to Ryu's and Samus' issues, I'll have those fixed up for the next update.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on October 20, 2020, 09:56:29 pm
Minor update for Famicom Fighters: http://mcjimmy.net/famicomfighters.html
Change list: Characters ----------------------
Characters that use the Charge Back, Forward motions (as well as similar charge commands ending in forward) can now end the command with a down-forward to activate the move.
Urban Champion:
Minor fix on Urban Champion's nose in his portrait.
Samus:
Fixed issue where Metroid Trap didn't activate the Super Finish screen if the opponent was KO'd due to mines.
Simon:
Fixed bug where the text for Medusa's Wrath didn't show up for the Super Finish.
Bomberman:
Removed Bomberman's Air Light Punch's ability to regain control in mid-air.
Fixed bug where Bomberman's Destruction activated on non-target hits.
Dig Dug:
Fixed bug where hitting multiple targets with Rock Drop could cause the game to freeze.
Ryu:
Fixed Standing Strong Punch and Crouching Strong Punch using incorrect colors.
Fixed the super finish screen reappearing at the beginning of a round.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on October 21, 2020, 08:12:29 pm
Emergency update for Famicom Fighters, the last update managed to break Dig Dug's EX Rock Drop. (This update also fixes the Vacuum Wave portion of Ryu's Furious Blade not acting the super finish screen.) http://mcjimmy.net/famicomfighters.html
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on October 27, 2020, 01:30:20 am
Got another minor update for Famicom FIghters: http://mcjimmy.net/famicomfighters.html Standalone characters will receive their update sometime this week with these changes.
Change list: Characters ----------------------
Fixed issue of (Charge) Back, Forward command specials not chaining off basic attacks when facing left. (Applies to Simon, Dig Dug, Thonolan)
Mario:
Fixed infinite Air Fake Fireball
Samus:
Fixed Samus's Air Wave Beam using up all your power if you chain it off of an air projectile.
Fixed Metroid Trap causing issues with Urban Champion and Star Man.
Fixed an issue where Takamaru couldn't be summoned again after getting hit.
Fixed bug where Kraid Crouching Assist was not doing damage.
Star Man:
Fixed bug where Star Man may attempt to pin the opponent when the opponent is not on screen. (Caused by the opponent going into a death state via helper.)
Star Man EX Shooting Slam will now force opponent to turn the other way if the opponent faces the same as Star Man.
The Amazon will now make the opponent go into their appropriate death states.
Mega Man:
Ground Metal Blade + Shadow Blade:
Recovery increased by 10 frames.
The blade comes out slightly higher and further away from Mega Man's center.
Thonolan:
Fixed Sky High Kick causing a crash in Simul if it had multiple targets.
Dig Dug:
Dig Dug's hook will disappear and drop the opponent if it makes contact the same time with the opponent.
Ryu:
Corrected Soul Splitter's command.
Title: Re: Famicom Fighters (Progress Thread)
Post by: TiE on October 27, 2020, 08:34:50 am
Always amazing to see you update this. So I dropped by to give proper Kudos!
Thank you, man!
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on May 26, 2021, 08:41:18 pm
Sorry for the silence but we have been busy on Black Mage lately!:
Title: Re: Famicom Fighters (Progress Thread)
Post by: SuperScratchkat on June 10, 2021, 04:30:30 am
looking awesome dude!! super excited to see what comes next!!
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on August 21, 2022, 08:40:30 pm
So an update on what's been happening with Famicom Fighters:
Black Mage is currently finished and will be in the next build. Right now, the IKEMEN Go port is currently being worked on. It'll also utilize the built-in tag mode (replacing the Simul mode) where the player will be able to control both characters. You can see a sneak peak of this here: https://twitter.com/FamicomFighters/status/1561418298616586240
We'll also be making an appearance at RetroGameCon again in Syrcause, New York this year! This year, it will be taking place on October 8th-9th and the booth will be ran by MC Jimmy and I.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on October 05, 2022, 08:29:12 pm
A new update is finally here as well as a port to Ikemen GO port!:
System ---------------------- -Select screen was changed to be much neater. -Most of the character portraits were updated to use the ones from Mr. X.
Stages ---------------------- -New stages: --Final Fantasy: Corneria Fields -Mega Man's stage all use new music thanks to MC Jimmy! -Fixed an issue with the Stone Wizard where the eyes wouldn't function properly in Turns mode and Survival mode.
Characters ---------------------- -Recovery Rolls has been added. These can be performed by holding A+B while falling from a soft knockdown. You can also roll forwards by holding forwards too. -The overall tag system was updated: --All tag-in moves now simply use Select + B --Summoning partners now uses half a bar. You can also summon them mid-attack for an entire bar. --Summoning your partner when not attacking makes you perform your summoning animation. --Switching characters mid-attack now requires a full bar. -Fixed several helpers that caused characters to die twice or not properly go into their death states at all.
Black Mage: -Has been added!
Mario: -Stomp causes a hard knockdown on aerial opponents. -Fixed a palette error on his default palette. -Luigi: --Fixed an issue where if Luigi throws out his fireball while the opponent was laying down, it couldn't hit the opponent after they got back up.
Urban Champion: -Scapegoat was reworked: --When activated, Urban Champ's meter still drops but the super pause effect nor the move name will display. --If the opponent hits Urban Champion, they get stunned in place. --Has 1 frame of startup compared to the previous's 0 --Only active for 32 frames instead of 44. (The active frames only overlap when Urban Champ is looking up. As soon as he looks down, it's no longer active.) --Recovery was increased from 24 F to 32 F. --Fixed a bug where Sewer Brawl's uppercut can launch an opponent hit from behind the wrong way.
Samus: -Pit: --Fixed Stand Summon being unblockable.
Mega Man: -Can no longer perform another air attack after his Jumping Light Punch.
Simon: -Can no longer perform another air attack after his Jumping Light Punch. -Fixed a bug where if Simon dies during Medusa's Wrath, the super name background for it would show up/ -Fixed a bug where his win fanfare was not playing in Simul.
Dig Dug: -Fixed a glitch where Mappy stayed on screen if Dig Dug was defeated.
Thonolan: -Rat Soldier --Fixed a bug where the Rat Soldier could not be killed.
Bomberman: -Can no longer perform another air attack after his Jumping Light Punch. -Black Bomberman: --General: ---Black Bomberman now hops in for both attacks. Stand Summon has him land near Bomberman while Crouch Summon has him land a bit behind Bomberman. --Stand Summon: ---The grab now launches the opponent up into the air and can lead to followups -Lode Runner: --Crouch Summon is now a hard knockdown -Challenger: --Stand Summon: ---Throws up to two knives, one after the other ---Knives do not cause a knockdown now ---Damage on the knife is lowered (100 -> 50) albeit the overall damage remains the same compared to the previous knife throw. --Crouch Summon: ---Completely reworked. Challenger runs forward in the power-up state to swing the power-up knife upwards. An anti-air assist that causes a floaty launch even on aired opponents.
Dig Dug: -Fygar: --Crouch Summon is now a hard knockdown -Pac-Man: --Fixed a bug where Pac-Man was unable to kill the opponent.
Ryu: -Bomb Jack: --Crouch Summon is now a hard knockdown
Title: Re: Famicom Fighters (Progress Thread)
Post by: Noside on October 05, 2022, 08:54:47 pm
YESS!! I was waiting for this! great update and fantastic work as usual KingPepe, now it's time to test Black Mage! cheers! :yuno:
Title: Re: Famicom Fighters (Progress Thread)
Post by: MatreroG on October 07, 2022, 05:14:30 pm
Beyond the fact that you have been working on this project for a long time, it seems to me that there is an actual resurgence of the 8-bit aesthetic. With many very creative reinterpretations and reworks. It seems that nostalgia is stronger.
Any way, you build a nice cool game. Thanks for sharing.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on October 23, 2022, 09:23:16 pm
Hey, I appreciate the comments!
Got a new patch for Famicom Fighters, dealing with a number of bugs that have been reported! Site: http://mcjimmy.net/famicomfighters.html
Change Log:
Spoiler, click to toggle visibilty
System ---------------------- -Fixed how super moves were not activating the super name background due to how Ikemen GO handles the Win trigger.
Stages ---------------------- -Pro Wrestling: Wrestling Ring --Fixed an issue where the camera man could bind to other characters' projectiles/helpers in Round 2.
Characters ---------------------- -Redone how Level 3 supers work if defeating the opponent with chip damage. Most of these supers won't active if they kill on chip damage with some exceptions: --Dig Dug's Pump and Blow: Will still proceed to inflate the opponent. --Black Mage's Banishing Zap!: The opponent will still be warped away but with no cinematic.
Black Mage: -Fixed a bug with Banishing Zap! where the portal would get removed too early but not kill the opponent either.
Star Man: -Fixed a sound bug regarding one of his match win poses. -Fixed Star Man's grabs so if they defeat the first opponent on a tag team, they're not stuck lying down. -Star Man keeps flashing through the rest of EX Sommersault Kick now. -If an opponent is defeated with (EX) Nova Whip, they'll properly go into their defeat state and be considered unpinable for the win pose.
Thonolan: -In Sky High Kick, the kick flip will still follow-up the soaring kick on block. This also makes the move -10 on block now.
Title: Re: Famicom Fighters (Progress Thread)
Post by: Noside on October 23, 2022, 10:17:18 pm
Thanks for the update! much appreciate it as always.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on June 24, 2023, 09:01:55 pm
So first off, Black Mage finally has a trailer!
On top of this, Black Mage is now also available for M.U.G.E.N and Ikemen Go! All the standalone characters have also received updates and even Ikemen GO patches for additional functionality.
If any standalone characters receive updates, I'll be posting about it in this topic from now on. (With change logs being appropriate for any minor updates) Trying to update each character topic for the updates... is quite a lot.
Title: Re: Famicom Fighters (Progress Thread)
Post by: KingPepe2010 on July 04, 2023, 02:46:19 am
All standalone characters have now received an update: http://mcjimmy.net/famicomfighters.html
General Changes:
Forward dash was recoded to use Offset regarding the y-velocity.
Additional common stages were included to set their velocities to 0.
DP motions are less likely to overlap with QCF/QCB commands in combos and now have a shortcut. (DF, DF/DB, DB)
Half-circle commands were updated and made a bit more lenient.
SFF should now be fine for VSelect.
Standalone Changes:
Countdown for the helper select is disabled for AI opponents.
Black Mage changes:
The hitboxes for Fighter and White Mage's standing summons were increased backwards.
Confusing Staff was not originally listed to be air-specific in the readme. (Standalone-only)
Dig Dug changes (all standalone-specific):
Fixed a bug involving Pump and Blow not defeating the enemy properly.
Fixed a bug with Mappy's trampoline not applying gravity to the opponent.
Sound effects were updated for Air Hook Toss and Earth Smasher to use more of FCF's SFX.