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Re: Black Mage released, all Famicom Fighters chars updated

 September 29, 2023, 03:01:33 am View in topic context
 Posted by KingPepe2010  in Black Mage released, all Famicom Fighters chars updated (Started by KingPepe2010 June 24, 2023, 08:11:51 pm
 Board: Your Releases, 1.0+

Sorry for the bump but I made a small port for your character. The color limitation made it pretty hard but I think it look alright


Again sorry for the bump. I dont played much mugen nowdays so I totally missed this when it came out.

Oh, this icon looks really cool! I'll include it in the next update!

DP motions are less likely to overlap with QCF/QCB commands in combos and now have a shortcut.
(DF, DF/DB, DB)
This shortcut was a meme in SF4 but it doesn't actually exist, for what it's worth. In Mugen notation the SF4 input would be $F, $D, $F.
(I personally use F, D, $F)

Thank you for the clarification, I'll look into changing that for the next update!
    

Re: Famicom Fighters (Progress Thread)

 July 04, 2023, 02:46:19 am View in topic context
 Posted by KingPepe2010  in Famicom Fighters (Progress Thread) (Started by KingPepe2010 May 26, 2013, 09:08:14 pm
 Board: Famicom Fighters

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.
    

Re: Black Mage released, all Famicom Fighters chars updated

 July 04, 2023, 01:52:54 am View in topic context
 Posted by KingPepe2010  in Black Mage released, all Famicom Fighters chars updated (Started by KingPepe2010 June 24, 2023, 08:11:51 pm
 Board: Your Releases, 1.0+

Thank you!

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.

Some of the Black Mage feedback regarding Full Stop and Lit Crash will be dealt with a later date. I'd like to keep some consistency between the full game and the standalone version for now.
    

Re: Black Mage released, all Famicom Fighters chars updated

 June 25, 2023, 08:22:45 pm View in topic context
 Posted by KingPepe2010  in Black Mage released, all Famicom Fighters chars updated (Started by KingPepe2010 June 24, 2023, 08:11:51 pm
 Board: Your Releases, 1.0+

It sounds like you made it very easy to use but for a low reward (scaled). Maybe flip that? Like for instance making A and B buttons activate it at specific positions instead of tracking, but getting rid of damage scaling. Just food for thought.

I actually do like this concept, it does make it much more rewarding! I'll definitely consider it for the future.
    

Re: Black Mage released, all Famicom Fighters chars updated

 June 25, 2023, 07:20:59 pm View in topic context
 Posted by KingPepe2010  in Black Mage released, all Famicom Fighters chars updated (Started by KingPepe2010 June 24, 2023, 08:11:51 pm
 Board: Your Releases, 1.0+

Hey, thanks for the feedback!

This character's great. I've been meaning to try out your full game but in the meantime here's some feedback for him:

- His forward dash is statetype S. Although I'm not sure it's an issue since you made him go to pos y 0 when hit. May cause some unexpected interactions. To make him leave the floor without actually doing it you can use offset
- I think you should reset velocities in basic states like 0, 52, etc
- Full Stop might be a bit busted because it tracks from full screen and you get a full combo from it
- 6B is not listed in any movelist
- The readme doesn't tell you Confusing Staff is an air attack
- The Fighter and White Mage assists miss KFM at point blank
- Standing Fighter and Barusa & Toby assists seem really strong. Not necessarily an issue just saying
- Could make assist selection skip the timer for the AI
- His HCF move feels like it should be a DP motion (power dunk, hehe). Also causes less overlap with QCF
  • Regarding Full Stop, you can jump over it (although I guess it does make it a bit knowledge-checkish given the visuals) and the damage does scale on hit. It also deals no damage on chip either so you can simply just block it and you can't be chipped out of it. Perhaps it's still a bit too strong for punishing attacks at range with it?
  • I didn't list 6B in any movesets as it is Black Mage's default Standing Strong Kick. It comes out on both the command and performing his Stand Kick chain. I only list 6X/Forward + X attacks for FCF characters if either:
    • The command version is different from the chained version (if said basic attack chain is possible at all for that character).
    • If they can also be performed with a second command.
  • I see what you mean with Fighter and Barusa & Toby. The former is supposed to be offset by taking turns with White Mage while the latter is offset by the helper meter costs. That said, the former's armor and the latter's projectiles makes them pretty strong regardless.

Everything else I didn't mention I'll either fix or consider implementing though!
    

Re: Famicom Fighters (Progress Thread)

 June 24, 2023, 09:01:55 pm View in topic context
 Posted by KingPepe2010  in Famicom Fighters (Progress Thread) (Started by KingPepe2010 May 26, 2013, 09:08:14 pm
 Board: Famicom Fighters

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.
    

Re: Character: Black Mage

 June 24, 2023, 08:34:43 pm View in topic context
 Posted by KingPepe2010  in Character: Black Mage (Started by KingPepe2010 October 11, 2021, 08:02:37 pm
 Board: Famicom Fighters

So first off, Black Mage finally has a trailer!


Black Mage also has a standalone M.U.G.E.N version! He's scaled up (with a file to resize him back) and comes with his own configurable file. He's based on the most recent update of Famicom Fighters. All other standalone characters have been updated based on said update as well!

Download (under Standalone section): http://mcjimmy.net/famicomfighters.html
    

Black Mage released, all Famicom Fighters chars updated

 June 24, 2023, 08:11:51 pm View in topic context
 Posted by KingPepe2010  in Black Mage released, all Famicom Fighters chars updated (Started by KingPepe2010 June 24, 2023, 08:11:51 pm
 Board: Your Releases, 1.0+



Download (under Standalone section): http://mcjimmy.net/famicomfighters.html

Black Mage now has a standalone M.U.G.E.N version! He's scaled up (with a file to resize him back) and comes with his own configurable file. He's based on the most recent update of Famicom Fighters. All other standalone characters have been updated based on said update as well!
    

Re: Famicom Fighters - Ikemen GO

 October 23, 2022, 09:27:35 pm View in topic context
 Posted by KingPepe2010  in Famicom Fighters - Ikemen GO (Started by KingPepe2010 October 07, 2022, 03:33:56 am
 Board: IKEMEN Releases

Thank you!

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
    

Re: Famicom Fighters (Progress Thread)

 October 23, 2022, 09:23:16 pm View in topic context
 Posted by KingPepe2010  in Famicom Fighters (Progress Thread) (Started by KingPepe2010 May 26, 2013, 09:08:14 pm
 Board: Famicom Fighters

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
    

Famicom Fighters - Ikemen GO

 October 07, 2022, 03:33:56 am View in topic context
 Posted by KingPepe2010  in Famicom Fighters - Ikemen GO (Started by KingPepe2010 October 07, 2022, 03:33:56 am
 Board: IKEMEN Releases







Famicom Fighters has finally been ported to Ikemen GO! Not only is it based on the latest version of Famicom Fighters, it takes advantage of a few of Ikemen GO's features such as a proper tag system, new continue and results screens and selectable bonus rounds!

Download: http://mcjimmy.net/famicomfighters.html
    

Re: Famicom Fighters (Progress Thread)

 October 05, 2022, 08:29:12 pm View in topic context
 Posted by KingPepe2010  in Famicom Fighters (Progress Thread) (Started by KingPepe2010 May 26, 2013, 09:08:14 pm
 Board: Famicom Fighters

A new update is finally here as well as a port to Ikemen GO port!:

Site: http://mcjimmy.net/famicomfighters.html
Change List:
Spoiler, click to toggle visibilty
    

Re: Famicom Fighters (Progress Thread)

 August 21, 2022, 08:40:30 pm View in topic context
 Posted by KingPepe2010  in Famicom Fighters (Progress Thread) (Started by KingPepe2010 May 26, 2013, 09:08:14 pm
 Board: Famicom Fighters

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.
    

Re: Character: Black Mage

 October 21, 2021, 07:24:40 pm View in topic context
 Posted by KingPepe2010  in Character: Black Mage (Started by KingPepe2010 October 11, 2021, 08:02:37 pm
 Board: Famicom Fighters

    

Character: Black Mage

 October 11, 2021, 08:02:37 pm View in topic context
 Posted by KingPepe2010  in Character: Black Mage (Started by KingPepe2010 October 11, 2021, 08:02:37 pm
 Board: Famicom Fighters

Black Mage

Representative of: Square
First Game: Final Fantasy (December 18, 1987)
Progress: 80%
Playstyle: Poke-based rushdown character.

What's left?:
-Banishment Zap! and helpers need to be implemented.
-AI

Strengths:
-Solid pokes in his basics and even specials, one of which is super cancellable.
-Most of his special attacks have some form of invincibility to bypass projectiles as well as destroying them on contact.
-Solid anti-air options, including a (near) invincible DP.
-Gets a command grab as well as a super that can leave the opponent open for follow-up attacks.

Weaknesses:
-Reversals are finicky; lacks a move with full invincibility.
-Black Mage's general mobility is average at best while his ranged options are limited to supers and helpers.
-Basic attacks are weaker than average and lack general properties other characters have, requiring him to rely on his spells to pick up the slack.
-Low stamina, which can make incorrect guesses hurt much more.

Moveset:

Basics
  • Cat Claws (Back + Punch, Punch again for follow-up) - A high-priority attack with the Cat Claw that can be used to catch mid-level limbs. The follow-up has Black Mage thrust the Cat Claw while sliding forward a bit. Neither version cancels into specials or supers but the follow-up can be performed without the first attack making contact.
  • Confusing Staff (Backward + Punch; air only) - Black Mage takes out the Wizard Staff and swings it behind him. Works specifically as a cross-up with quite a bit of range to it.

Specials
  • Fire Hand (D, DF, DF, Punch or Kick; can be done in the air) -
    (Ground) Black Mage's general poking tool and his farthest super cancellable move. He turns forward, casts a Fire spell and swings his arm downward to hit the opponent with a trail of flames. During the turn, Black Mage has high and mid invincibility and the flame itself can destroy a single-hit projectile. The Punch version travels shorter but it comes out faster and is safe on block. The Kick version travels farther, does more damage, has longer invincibility and it knocks down. However, it comes out much slower and is unsafe on block when not spaced properly.
    (Air) Black Mage pauses in the air before performing the swing and it causes a hard knockdown on the opponent. The Punch version comes out quicker and keeps Black Mage's trajectory when he swings. The Kick version is slower and makes Black Mage shift forward.
  • Ice Slash (B, D, DB, Punch or Kick) - Black Mage forms an Ice spell in his hand and swings it upwards for an anti-air. The Punch version has invincibility against attacks and projectiles and comes out much faster. The Kick version is slower and lacks the invincibility but the initial hit can launch the opponent upwards for juggles. The spell itself can strike projectiles that are above Black Mage and is super cancellable only on the initial hit.
  • Lit Crash (B, DB, D, DF, F, Punch or Kick) - A hopping attack that upon landing, Black Mage slams down a bolt of lightning. Useful for dodging low attacks and throws albeit both versions are unsafe when not spaced properly. Punch version starts up faster but travels less distance. Kick version travels farther but Black Mage jumps higher, taking longer for him to come down. The bolt can also hit projectiles albeit the move's startup might make this harder to do so.
  • Slep Catcher (F, DF, D, DB, B, Punch or Kick) - A slow command grab where Black Mage grabs the opponent and slaps them with SLEP, causing them to sleep in place and fall over into a hard knockdown. Before the opponent falls, Black Mage can still strike the opponent with a follow-up attack. Punch version is 8 frames with less reach while the Kick version is 12 frames with much more reach.

EX Specials
  • Fir3 Hand (D, DF, DF, Punch+Kick; can be done in the air) -
    (Ground) Black Mage speeds across half-screen with full projectile invincibility as well as the Kick version's high + mid invincibility and swings faster than even the Punch version. The attack itself also deals two hits for more damage and knocks down but it's more unsafe than either of the meterless versions.
    (Air) Black Mage pauses in mid-air, swings and then continues his trajectory. On an opponent in the air, it causes a floor bounce that allows for follow-ups.
  • Ice3 Slash (B, D, DB, Punch+Kick) - Black Mage slides forward with strike and projectile invincibility. The move also launches the opponent if it strikes on the initial hit albeit not as high as the Kick version. This move also deals more damage than the Kick version as well.
  • Lit3 Crash (B, DB, D, DF, F, Punch or Kick) - Travels as far as the kick version but Black Mage does a higher leap. The attack can hit when Black Mage reaches out his hand with the spell in mid-air and the follow-up bolt will cause it to deal two hits. The bolt will also launch the opponent into the air for follow-ups.
  • Slp2 Catcher (F, DF, D, DB, B, Punch + Kick) - 10 frame startup wit the Punch version's range. The opponent is also left standing longer, allowing for other attacks to strike afterwards.

Super Attacks
  • Nuke's Flare (Level 1) (D, DF, F, D, DF, F, Punch or Kick) - A beam attack that can hit several times depending on how far away the opponent is. The farther the opponent is out, the less hits it deals and the easier it is to dodge (as the beam doesn't fill up the screen instantly). Despite the lesser damage, this is one of the few ways Black Mage can deal with farther ranges and it can strike anything in its path. The Punch version goes straight ahead but the Kick version is aimed diagonally, being able to hit opponents in the air. This generally works as Black Mage's combo finisher.
  • Full Stop (Level 1) (D, DB, B, DB, D, DF, F, Punch) - Black Mage turns a bit and then unleashes a Stop spell from where the opponent was last standing after the super effect finishes. On hit, it deals no damage but it leaves the opponent frozen in place for follow-ups. Before Black Mage unleashes the spell, he's invincible to projectiles. On block, it leaves the opponent in quite a bit of blockstun without pushing them.
  • Banishing Zap! (Level 1) (D, DF, F, D, DF, F, Punch and Kick) - Black Mage opens up a portal right in front of him and if the opponent is "hit", they get sucked into Black Mage's own world where they get beat up by a group of monsters. If they survive, they get knocked out of the portal. On KO, Black Mage closes the portal down himself which leaves the character trapped. Black Mage has invincibility before unleashing the portal and the portal itself sticks out for a while.

Helpers:
Fighter & White Mage (3 hits for Fighter, 2 for White Mage) :
Two characters in one helper! As long both are still alive, they will switch back and forth between each time you summon them.
  • Standing - For Fighter, he will leap forward and swing the Excalibur twice while having one hit of super armor. For White Mage, she'll swing the Thor hammer downwards, zapping the opponent and knocking them down. (1 helper bar)
  • Crouching - Fighter will attempt to cast Cure and once the casting is finished, Black Mage will be healed 100 hp. White Mage will cast Heal instead which not only restores 100 hp for Black Mage but 1 HP for both Fighter and White Mage. (3 helper bars)

Jack (3 hits):
For both summons, Jack emerges from the bottom of the screen and lands in front of Black Mage.
  • Standing - Jack runs straight ahead to slam into the opponent. On hit, the opponent will fly back into the wall and bounce off of it. (1 helper bars)
  • Crouching - Jack flies above Black Mage's height and proceeds to fire down laser missiles at the opponent. (1 helper bar)

Toby & Basura (4 hits):
  • Standing - Toby and Basura hop out in front and fire off their projectiles twice, Basura first and Toby second. (2 helper bars)
  • Crouching - Basura glows white and becomes an invincible white dragon that flies forward, striking everything in its path.  (2 helper bars)

Palettes:

1 - Default
2 - White Mage
3 - Red Mage
4 - Black Magic Shopkeeper
5 - White Magic Shopkeeper
6 - Matoya

Extra:
A Wizard...? - During Black Mage's supers, he'll obtain the robe from FF1's Black Wizard as well as the crescent from FF3's Magus. The Black Mage class could never cast those spells on its own which raises some questions...

Theme:
Black & Blue Encounter

Discussion thread for Black Mage. You can post whatever comes to mind about him here.

Videos:
Dev Log #6: Progress on Black Mage:

(Only covers basic attacks and specials that were implemented at the time)
    

Re: Famicom Fighters (Progress Thread)

 May 26, 2021, 08:41:18 pm View in topic context
 Posted by KingPepe2010  in Famicom Fighters (Progress Thread) (Started by KingPepe2010 May 26, 2013, 09:08:14 pm
 Board: Famicom Fighters

Sorry for the silence but we have been busy on Black Mage lately!:
    

Re: Dig Dug (Taizo Hori) released, all Famicom Fighters chars updated

 October 31, 2020, 05:16:18 am View in topic context
 Posted by KingPepe2010  in Dig Dug (Taizo Hori) released, all Famicom Fighters chars updated (Started by KingPepe2010 October 17, 2020, 07:45:04 pm
 Board: Your Releases, 1.0+

    

Re: Dig Dug (Taizo Hori) released, all Famicom Fighters chars updated

 October 30, 2020, 08:24:38 pm View in topic context
 Posted by KingPepe2010  in Dig Dug (Taizo Hori) released, all Famicom Fighters chars updated (Started by KingPepe2010 October 17, 2020, 07:45:04 pm
 Board: Your Releases, 1.0+

Updated all standalone Famicom Fighters characters (10-30-2020): http://mcjimmy.net/famicomfighters.html
General:
  • Fixed bug where basic attacks couldn't chain into Sonic Boom motions if they're facing left. (Applies to Simon, Dig Dug and Thonolan)
  • Redid certain attacks involving custom states (mainly hard knockdowns) mainly to fix issues involving FCF character death states.
Mario:
  • Fixed infinite Air Fake Fireball.
  • Fixed Link's Boomerang crashing MUGEN if it hits multiple targets in Simul.
Urban Champion:
  • Fixed Flower Crash crashing MUGEN if it hits multiple targets in Simul.
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.
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.
  • Fixed Pac-Man being unable to defeat the opponent.
  • Fixed Fygar using an incorrect color on the Battle City palette.
  • Fixed Mappy's Door Wave crashing MUGEN if it hits multiple targets in Simul.
  • Fixed Pac-Man not disappearing when he chomps a second target in Simul.
    

Re: Famicom Fighters (Progress Thread)

 October 27, 2020, 01:30:20 am View in topic context
 Posted by KingPepe2010  in Famicom Fighters (Progress Thread) (Started by KingPepe2010 May 26, 2013, 09:08:14 pm
 Board: Famicom Fighters

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.
    

Re: Famicom Fighters (Progress Thread)

 October 21, 2020, 08:12:29 pm View in topic context
 Posted by KingPepe2010  in Famicom Fighters (Progress Thread) (Started by KingPepe2010 May 26, 2013, 09:08:14 pm
 Board: Famicom Fighters

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