Announcing my 3rd and final Mugen game Fantasy Fighter (Working Title). Just like my Punisher game I will be taking 2D beat'em characters and turning them in fighting game characters, but this time with a fantasy twist. Here is a video showing off the concept I have so far.
Ultimate Zangief has had a major overhaul. Basically everything has been updated like moves, code, FX, hitboxs, etc.. There is both a Mugen 1.0 and Mugen 1.1 version. To see the move list simply hit the start button during a match. Enjoy!!
Here's the last preview of the Zangief update. This time I'm showing off the new Mecha Zangief hyper attacks as well as updated older attacks. The sprites and coding still need to be improved, but it's good enough to show off. I also made a new Green Hand attack which replaces the strong punch version. This also gives Zangief a much needed launcher attack. The update should be ready next week.
Now that I'm done updating my other game it's time to get back to updating Classic VS. I showed off some sprites earlier with Medieval Zangief and finally have them finished and coded. Now Zangief's medieval hyper can do a variety of different attacks which you can see in the video. I also changed the bear sprites which look way better with Capcom's art style. I also want to announce that production on E. Honda has started so expect him sometime before the end of the year.
The Punisher game has been updated. Some of the major features are listed below and there is also a read me file that has more info on what's fully been updated. Enjoy!!
Major new features :
2 new characters = Captain Commando and Bludge.
2 new stages = Future Metro City and Brontosaurus. The Brontosaurus stage is also interactive.
Sorry for the delay! The update will be out this Friday 6/30/2023. In this update I will be introducing hyper cancels for the first time in any of my characters. This feature has been suggested to me for years, but this is the first time I'm getting around to adding it. Right now only Bludge and Captain Commando will have this feature but I'll slowly be updating older characters to also have it. At the end of the Bludge spotlight video I demonstrate a couple of hyper cancels. Lastly I made two spotlight videos for Cap and Bludge demonstrating their full move set.
Last preview of Bludge. He has a few new moves which are a special that uses his tongue to throw enemies. He also has a hyper version of the throw which you will see in the preview video. There is also another throw hyper where he uses his tail to trip the opponent and then whips his tail repeatedly on them. Unfortunately that move didn't show up in this preview, but you will get to see it soon because the next update release will be in May.
Select Screen : I've also been updating the select screen because the game has way more characters in it than I originally planned on making and I still want to add more. So it needed to be updated to make room. The standard Mugen 1.0 and 1.1 versions unfortunaly had to have the portraits cut way down in size, but it also makes it to where I could add back in the characters standing on the screen again which is cool. The 720P version of the game will still keep the original portrait sizes.
The next update will come with another playable character which is Bludge. He is from the game Cadillacs and Dinosaurs and kinda looks like Blanka so I gave him Blanka's voice. His moveset will be pretty limited, but it's still cool to have another character to mess around with in the game. This preview is also showing off a new interactive stage where a Brontosaurus is trying to step on you if you come on land. The water on both sides will splash when in or near it. The Brontosaurus can also squish the fighters for stage finisher if it's the finial hit of the match.
Final preview of Captain Commando. I added his throw from MVC2 which you can see early on in the preview. He now has a Mech hyper attack which does a variety of different attacks. The original Captain Corridor attack is now a special move. Finally the Captain Storm hyper will now do either electric or flame for the last attack.
Captain Commando is being added and is playable. Going to try and add most of his moves from MVC2, but I also want to give him a few unique moves to keep things fresh. Thanks to O Ilusionista, who let me use his Captain Commando sprite edits.
Team partners no longer use Power to summon. They still use 1000 Power for Hyper Team-Up attacks. Added Kingpin to the game. Sodom is now a playable character. Jigsaw is now a playable character. Added Castle Office stage. Added Dino Forest stage. Added Belgrave Square Labs stage.
All characters have been updated to resolve problems and some even have new moves. Sorry I didn't write down all of these tweaks. Enjoy!!
Added a dinosaur stage finisher & a vapor chamber stage finisher to the game. I've also gone back over the older stage finishers and tweaked them to play/trigger better. I've also added a few new stages to the game, so every character on the roster should now have a proper stage when playing through the Arcade mode. I've also made Jigsaw & Sodom playable characters. My plan is to release the update next Friday 3/17/2023.
Last preview of Kingpin before release. I've added a stage finisher trap to Kingpin. It activates if you do a standing or crouching melee attack for the final hit of the match. This trap only works if your on one of Kingpin's 3 stages. Planning on releasing the game update in mid March. I've also decided to release a normal Mugen version of Kingpin like I did with Punisher and Haggar for those who don't want to play this game, but still would like to use Kingpin.
Another preview of Kingpin. He now has 2 new hypers. The first one is a team hyper where Kingpin calls in a super villain to attack. For now the villain is Crossbones, but more will be added in the future. The second hyper is an air grab and then Kingpin slams the opponent onto the ground then stabs them with the sharp end of his cane. I've also added a new throw special where Kingpin charges the opponent and then tosses them against the wall. I forgot to mention in my last post that Kingpin will be playable.
The game is getting another overhaul. I'm removing the power cost to use your team-up partner. Probably going to nerf Damage or the Get Power of the team partner to compensate. The Kingpin of Crime is also being added to the game and will be in the next update. Here is a very early preview of Kingpin. Things I want to add to him is a hyper that randomly hires super villains to jump on the battlefield and attack.
Here is the Ikemen Go version of my game Classic VS. I'm using the Orochi Kyo tag system, but with some slight changes. The biggest change is that you can also call your team members buy pushing the same punch and kick buttons together instead of using the tag buttons. Example below :
Tag button 1 = Light Punch + Light Kick
Tag button 2 = Medium Punch + Medium Kick
Knock out = Strong Punch + Strong Kick
Note = You can still use the tag buttons if you want to. I just wanted to provide another option to call team members.
I removed some modes in the game because I have not made lifebars for those yet. Those modes will come in a later update. Ikemen features a command list, but I have not taken advantage of this feature yet and am still using my old method of hitting the Start Button to bring up a move list. The game runs at 1280,720 and I'm pretty sure this can not be changed without messing up the game. Also attempting to add characters to this game is a bad idea because they will probably not be compatible. Likewise taking characters out of this game and trying to place them anywhere else will also not work. Enjoy!!