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Fighter's History: Dynasties 1.0 (Read 12221 times)

Started by Kamekaze, June 28, 2018, 08:45:07 pm
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Fighter's History: Dynasties 1.0
New #1  June 28, 2018, 08:45:07 pm
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Video Footage


>>Download Here<<


This started off as a joke between me and @Killer Kong: aka TTTTTsd when we first found Zhang Fei by General Chicken. We then looked for the rest of his works and played with them on ikemen on stream for even more joke reasons. However roughly 2.5 years ago we jokingly said we should make something out of these. Then one day it all got very real and very serious. The first game, which this is not, is referred to as Dynasty Whyrriors because why would we bother or anyone for that matter. It's still not finished either because we started on this one after getting the boss up and running. But we did have to rip the remaining never made for mugen chars to have a complete roster. This involved frankenspriting by people who have no idea how to sprite anything but pulled it off anyway lol. After we finalized combat and the roster we were on target to release the first one relatively soon. However, TTTTTsd came to me with the idea of going further with the guest chars in the first game, Ray and Mizoguchi respectively, involving a tag game with the cast of both series. I told him if he could make it work I'd be interested.

Enter the Uno Tag system and it's ability to patch files with a template you could actually be in control of. While it's stock code was very clunky and unpolished was a good place to start so that I didn't have to make it entirely from scratch. That being said, we had to rewrite 80% of it's original code just to make the debug flood go away and optomize how it functions as a whole. We then built upon it to change how tagging worked and I took it one step further and introduced tag supers within the system. We officially had a working tag system that kept track of active players and any values that used to rely on p2's x axis were reworked to support looking only at the active player. This allowed me to implement functioning AI as well as code supers that would normally depend on values that simul mode breaks entirely.

But we weren't done there, we also had to remake almost all of the Karnov's Revenge cast because Ray(shout outs to Xinos), Marstorious, and Yungmie were the only ones that was done properly. So this meant that we had to code the karnov chars accurately then adapt them to this system. A gigantic amount of work for something we absolutely consider to be kusoge but that's pretty much my forte at this point.

What we are giving you all is a fully fleshed out tag experience with a ton of inside jokes and references that wont spoil your experience. I even made a Manual for you all to familiarize yourself with. It works offline on firefox as the readme.htm and online on any other browser.

To access training mode follow this video:
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Last Edit: November 08, 2018, 06:45:17 pm by Kamekaze

lui

Re: Fighter's History: Dynasties - PUBLIC BETA
#2  June 28, 2018, 08:59:22 pm
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woah, this is awesome dude! i absolutely love how far you took it, congrats man

[side note can you ever release the version of uno tag that you fixed up? or is it specfically for this game]
Re: Fighter's History: Dynasties - PUBLIC BETA
#3  June 28, 2018, 09:26:49 pm
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It's mostly for this game cause we gutted what we didn't need. Is the uno guy really gone or? Cause in the future I could revisit the source and update it.

Side note: the ai is defaulted to the highest. If you want to tone it down you gotta hit up the options. Training mode is not where you think it is. I explained it on the web manual
Want to feel useful for a useless show? click here
119/150 Chars, I'm not dead yet....the true surprise is in my thread.
Hahahah fuck you photobucket.
Re: Fighter's History: Dynasties - PUBLIC BETA
#4  June 28, 2018, 09:39:54 pm
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Oh, it's Dark Legend!

I know Mizoguchi was a hidden character in that game's console versions.
Re: Fighter's History: Dynasties - PUBLIC BETA
#5  June 28, 2018, 09:56:43 pm
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Oh, it's Dark Legend!

I know Mizoguchi was a hidden character in that game's console versions.

... not quite. It's a crossover sequel of an unreleased full game. The game you're probably referring to is Suiko enbuu which this is not remotely related to.
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119/150 Chars, I'm not dead yet....the true surprise is in my thread.
Hahahah fuck you photobucket.
Re: Fighter's History: Dynasties - PUBLIC BETA
#6  June 28, 2018, 10:20:21 pm
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This looks so fun!

Do your best to become stronger. Become stronger, so you can do your best.

Mugen is a way for me to remain nostalgic with all of the dream matches I cooked up as a kid. It's also what I call a "Digital Action Figure Collection."
MaxBeta link=topic=155656.msg1876950#msg1876950 date=13867
Vegaz_Parrelli...also known as The Lord of the Rings.
[/quote said:
Re: Fighter's History: Dynasties - PUBLIC BETA
#7  June 28, 2018, 10:50:08 pm
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Wow, I remember watching you guys play this on a stream. It's awesome that you guys released this!

lui

Re: Fighter's History: Dynasties - PUBLIC BETA
#8  June 29, 2018, 12:35:26 am
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It's mostly for this game cause we gutted what we didn't need. Is the uno guy really gone or? Cause in the future I could revisit the source and update it.

Side note: the ai is defaulted to the highest. If you want to tone it down you gotta hit up the options. Training mode is not where you think it is. I explained it on the web manual

hes been absent, but if you could actual fix up the source code that could be so awesome dude
Re: Fighter's History: Dynasties - PUBLIC BETA
#9  June 29, 2018, 02:36:57 am
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PSA: for anyone having issues getting the game started, rename "ACTUALLY RUN THIS" to MUGENAI.exe. Small oversight with the launcher, our bad!

But are there truly grown men in this world?!
Re: Fighter's History: Dynasties - PUBLIC BETA
#10  June 29, 2018, 03:14:47 am
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its fixed, happy playing
Want to feel useful for a useless show? click here
119/150 Chars, I'm not dead yet....the true surprise is in my thread.
Hahahah fuck you photobucket.
Re: Fighter's History: Dynasties - PUBLIC BETA
#11  June 29, 2018, 03:28:35 am
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Was curious when this was going to get released
Re: Fighter's History: Dynasties - PUBLIC BETA
#12  June 29, 2018, 02:04:37 pm
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looks amazing... downloading
thanks for share
Re: Fighter's History: Dynasties - PUBLIC BETA
#13  July 04, 2018, 02:49:13 am
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just incase the instructions weren't clear here's a handy dandy video on how to get training mode working.

Want to feel useful for a useless show? click here
119/150 Chars, I'm not dead yet....the true surprise is in my thread.
Hahahah fuck you photobucket.
Re: Fighter's History: Dynasties 1.0
#14  September 27, 2018, 01:59:46 am
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This game has reached 1.0 So I'm just updating this thread. Enjoy!
Want to feel useful for a useless show? click here
119/150 Chars, I'm not dead yet....the true surprise is in my thread.
Hahahah fuck you photobucket.
Re: Fighter's History: Dynasties 1.0
#15  September 28, 2018, 06:52:35 am
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this looks so dope, & a fun time to be had. going work, gents.
Spoiler, click to toggle visibilty
Re: Fighter's History: Dynasties 1.0
#16  November 02, 2018, 05:10:38 am
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Was playing on Parsec with a pal and this happened.

Re: Fighter's History: Dynasties 1.0
#17  November 02, 2018, 03:23:42 pm
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fixed. when the DLC drops it'll have the bug fixes as well.
Want to feel useful for a useless show? click here
119/150 Chars, I'm not dead yet....the true surprise is in my thread.
Hahahah fuck you photobucket.
Re: Fighter's History: Dynasties 1.0
#18  November 02, 2018, 06:57:13 pm
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Here's another peculiarity we found, don't know if it's intentional. I went for crouching jab spam on an incoming opponent, hoping for a blockstring or crossup but Lee didn't turn around when Ryoko jumped behind him. I don't play tag team games so I don't know if this is normal.

Re: Fighter's History: Dynasties 1.0
#19  November 02, 2018, 08:30:58 pm
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This is pretty cool. I like it.
Small things like this is why I love mugen.
Previously known as;
Mugen-Ninja 2011-2014.
The Street Fighter 2014-2021.
Re: Fighter's History: Dynasties 1.0
#20  November 02, 2018, 10:34:17 pm
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Here's another peculiarity we found, don't know if it's intentional. I went for crouching jab spam on an incoming opponent, hoping for a blockstring or crossup but Lee didn't turn around when Ryoko jumped behind him. I don't play tag team games so I don't know if this is normal.

[youtube]https://www.youtube.com/watch?v=D8KOyeKxTgA&feature=youtu.be[/youtube]

yeah if you keep mashing lights you'll never return to neutral to turn and it was intentional. where you ko the opponent is where you start that strategy to meaty. That much is like a vs game.
Want to feel useful for a useless show? click here
119/150 Chars, I'm not dead yet....the true surprise is in my thread.
Hahahah fuck you photobucket.