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HOKUTO NO KEN SCREENPACK

 December 05, 2014, 08:03:26 pm View in topic context
avatar  Posted by Fleshdoom  in HOKUTO NO KEN SCREENPACK (Started by Fleshdoom December 05, 2014, 08:03:26 pm
 Board: Your Releases, Mugen 1.0 +

Hello all dudes.
I made this screenpack a long time ago (during my collaboration with LordMike for his HNK mugen fullgame). Basically it is almost the same as the mugen full game with the main difference that mine is general purpose (Lordmike edited it for custom portraits etc...).
Since characters' portraits don't fit with zohar's lifebar (the most known HNK lifebar and one of the best out there IMO) unless you edit them, his screenpack provides also an improved lifebar (based on zohar's as well) that is compatible with the classic portaits.
The whole idea behind this screenpack is to be as similar as possible as the original game while, at the same time, to be flexible and lightweight.

I already published this four years ago there: http://mugenguild.com/forum/topics/hokuto-no-ken-original-screenpack-129364.0.html. But since that page is buried and all the download links in there are broken, I prefer to post a freshier topic.

Here below you can see a couple of screenshots:








Download link: https://onedrive.live.com/?cid=265592A737645534&id=265592A737645534%21565 


---
P.S.

To make things clearer, I'm that FleshdoomDBL that made Kenoh there with LordMike http://network.mugenguild.com/guild/mugenwiki_hnk.html
. Can somebody tell me how to do in order to index my screenpack in that url? Thank you
    

Re: Hokuto no ken : Original Screenpack

 June 29, 2011, 08:50:07 am View in topic context
avatar  Posted by Fleshdoom  in Hokuto no ken : Original Screenpack (Started by Fleshdoom May 23, 2011, 03:19:05 pm
 Board: Edits & Addons 1.0+

Updated! New link posted!

     Posted: December 17, 2012, 05:15:16 pm
Guys, all the links posted here are not working anymore and I have lost all data in my pc, if someone still have my screenpack, please upload it somewhere and link it here. thanks
    

Re: Hokuto no ken : Original Screenpack

 May 24, 2011, 09:30:13 am View in topic context
avatar  Posted by Fleshdoom  in Hokuto no ken : Original Screenpack (Started by Fleshdoom May 23, 2011, 03:19:05 pm
 Board: Edits & Addons 1.0+

It refers to the select.def set at DATA directory.
    

Re: Hokuto no ken : Original Screenpack

 May 23, 2011, 09:24:53 pm View in topic context
avatar  Posted by Fleshdoom  in Hokuto no ken : Original Screenpack (Started by Fleshdoom May 23, 2011, 03:19:05 pm
 Board: Edits & Addons 1.0+

Simply in the screenpack there are no chars, in order to make the DL lightier, you have to add them manually!
    

Hokuto no ken : Original Screenpack

 May 23, 2011, 03:19:05 pm View in topic context
avatar  Posted by Fleshdoom  in Hokuto no ken : Original Screenpack (Started by Fleshdoom May 23, 2011, 03:19:05 pm
 Board: Edits & Addons 1.0+

Some days ago with my permission, LordMike had the possibility to modify my Hokuto No Ken screenpack
in order to increase his Arcade-style appearance.

Some mugen blogs have already reported this screenpack, but they did not give at all any credit to me,
and for a work that tooked me more than 7 months, that makes me not very happy. Also because LordMike's editings are 9000,1 and some objects traslations.


(LordMike has no fault about that, and this post is not referred to him)

So I decided to release to public my Hokuto no ken screenpack, (I did not release it before, because the intro.def/intro.sff was unfinished).

***
For those who think I'm lying, this website reports step by step my first stages of development. (Italian mugen forum)

http://www.mugenation.com/mugenforumnation/index.php?/topic/11601-coming-soon-hnk-screenpack/

and here at bottom:

http://mugenguild.com/forumx/index.php?topic=115723.120

***

I updated it for mugen 1.0.

-Cleaned intro
- Mr. heart should no more give that bug.


LordMike intended to modify it in order to make it look like more the original arcade (HNK Big portraits), as you can see from his original post.

My original, has normal portraits, that would you can play with all mugen chars. (More compatibility)

If you want instead to play only with HNK chars, I reccomend to download the version modified by LordMike. (Less compatibility, big portraits)

Screepack: http://www.sendspace.com/file/j3fflf

Updated link (which solves elParty's problem): http://www.sendspace.com/file/lit201

    

Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 02/06/2011

 February 15, 2011, 12:22:04 pm View in topic context
avatar  Posted by Fleshdoom  in Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 04/27/2011 (Started by Lord Mike May 08, 2010, 08:49:42 pm
 Board: Edits & Add-ons

y am a question wy thouther and shin are a weak AI? they left the oponent atack them.

Since no one has written a personal AI PATCH, it occurs the standard mugen one (random punches-kicks).




    

Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 02/06/2011

 February 11, 2011, 11:27:41 am View in topic context
avatar  Posted by Fleshdoom  in Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 04/27/2011 (Started by Lord Mike May 08, 2010, 08:49:42 pm
 Board: Edits & Add-ons

Hi Hokuto fans!I've got something important to tell you!There is a new project to work on,it is an original mugen based on Hokuto no Ken of course,for those who are interested,i'll give you the address:
hokutoproject.it/forum.
It is an amatorial game,so don't be scared!!!We have really need help,c'mon!!! ;D
Excuse me,i know this game is amazing and i don't want to discredit the great and hardly work of Lordmike and Fleshdoom!!!
RESPECT ! :sugoi:

ah yes, this project, I am familure with it, and as far as a non Arcsys-based HNK fighter  goes, it shows alot of talent and originality, I have played a version of it before, but I am saddened that I couldn't add these characters or stages (or music) to my Mugen, and I have very poor Italian so I can't really navigate this site well, can I even get any of the characters or stages by themselves?

either way I'm here to let everyone know this is a damn good Mugen Project.

@Neji: Is impossible to both enrich the game and extract chars by themselves since hokuto proj had encrypted the chars in a single big binary file.
Probably due the fact that hokuto proj chars are not compatible with our mugen, since their one had been reprogrammed.




    

Angle?

 January 28, 2011, 11:59:59 am View in topic context
avatar  Posted by Fleshdoom  in Angle? (Started by Fleshdoom January 28, 2011, 11:59:59 am
 Board: M.U.G.E.N Development Help

I know that is possible to add an angle of display of charachter with the state "Angleset"...

Does exist something that allows me to do it directly on explods?
    

Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 1/24/2011

 January 27, 2011, 03:46:32 pm View in topic context
avatar  Posted by Fleshdoom  in Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 04/27/2011 (Started by Lord Mike May 08, 2010, 08:49:42 pm
 Board: Edits & Add-ons

Today I have little free time:

I'll try to improve again gosho ha. If it goes, this current one (even it is already cool) will be garbage! ^^


Now I'm adjusting tenshou honretsu animation too, since current one is incomplete...
Also because now that kenoh has goshos, tenshou lost its beauty...

 ;)

    

Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 1/8/2011

 January 21, 2011, 04:40:02 pm View in topic context
avatar  Posted by Fleshdoom  in Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 04/27/2011 (Started by Lord Mike May 08, 2010, 08:49:42 pm
 Board: Edits & Add-ons

I think that the first problem about this game is the AI of some characters like Rei,Juda,or Heart...can't someone do something about this?I don't know,ask the authors to low it?

Only 31kei's AIs have the levels, the others have only the combo set. Then enlowering would be not simple...

Best way: wait for 31ike's new AIs.
    

Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 1/8/2011

 January 09, 2011, 05:29:49 pm View in topic context
avatar  Posted by Fleshdoom  in Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 04/27/2011 (Started by Lord Mike May 08, 2010, 08:49:42 pm
 Board: Edits & Add-ons

    

Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 12/27/2010

 January 03, 2011, 02:55:14 pm View in topic context
avatar  Posted by Fleshdoom  in Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 04/27/2011 (Started by Lord Mike May 08, 2010, 08:49:42 pm
 Board: Edits & Add-ons

@Lordmike:

-Raoh's palette with rei && jagi's grab is corrected.
-Corrected Ending Animation: now also FKO sound will be stopped.
    

Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 12/27/2010

 January 03, 2011, 01:17:34 pm View in topic context
avatar  Posted by Fleshdoom  in Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 04/27/2011 (Started by Lord Mike May 08, 2010, 08:49:42 pm
 Board: Edits & Add-ons

Since we had some requests of adding new moves to some chars, here is a global answer.

I think that LordMike will be agree with me.

I would take in consideration your ideas, but now we (Lordmike and me) have other priorities: improving the game in order to make it as the same as possible to the original game in every single aspect. Enhancing and enriching the game with things that the original one does not have, would probably be the final step.
Pay attention that creating moves from scratch is hard , and also I'm limited to use the sprites that actually are in the chars' SFF, that would mean that there is the possibility that the sprites would not fit correctly with what I'm intended to do; also drawing other HNK-quality sprites is a process both long and very hard (think about shuu by fixxxer: it is passed more than 1 year and the author did not finish him yet), I'm sorry but adding new moves is not as simple as it seems, also because hokuto chars have the most accurate and complex code of all mugen charachters.

Hope that this is an answer to all.
    

Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 12/27/2010

 January 02, 2011, 03:40:59 pm View in topic context
avatar  Posted by Fleshdoom  in Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 04/27/2011 (Started by Lord Mike May 08, 2010, 08:49:42 pm
 Board: Edits & Add-ons

@ Lordmike:

I have done two things!


KENOH

Gosho-has are both ready! And both counter hit and modify-death star work!

Normalhit: 1 star
CounterHit: 3 stars


REI

I have improved the graphics of his aerial attack, since in arcade that aerial attack does some sparks, i have done something similar in order to make the move both faithier to the game and cooler.



    

Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 12/27/2010

 December 31, 2010, 11:34:35 am View in topic context
avatar  Posted by Fleshdoom  in Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 04/27/2011 (Started by Lord Mike May 08, 2010, 08:49:42 pm
 Board: Edits & Add-ons

Can i ask if some other chars like Juuza or Kaioh are under development by someone?It would be great!!! ;D

I'm sorry but the answer is no, since Arc system did not create those sprites, and also creating HNK-quality sprites from scratch is almost impossible, shuh by fixxxer is an example, fixxxer is working on his char from more than a year and he did'nt finished yet to draw the sprites...
    

Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 12/27/2010

 December 30, 2010, 07:48:27 pm View in topic context
avatar  Posted by Fleshdoom  in Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 04/27/2011 (Started by Lord Mike May 08, 2010, 08:49:42 pm
 Board: Edits & Add-ons

@Lordmike:

Today i had little free time then...

-I have created a white fade in order not to show to the posset/posadd at the beginning of raoh's ending scene.
-I adjusted the last screen of the ending animation: no more lines from bg and also there are no more facing/mirroring problems.

-Little modified normal goshoha (incomplete yet): now supports hitsparks and flames are improved.
 
    

Explod && Shake

 December 28, 2010, 06:36:13 pm View in topic context
avatar  Posted by Fleshdoom  in Explod && Shake (Started by Fleshdoom December 28, 2010, 06:36:13 pm
 Board: M.U.G.E.N Development Help

Is it possible to make an explod immune to shakes?

i'll show you my problem.

Apparently the gold image is correct.



But see now what happens when it shakes.



Is there a way to correct the explod?
    

Displayname

 December 28, 2010, 05:42:36 pm View in topic context
avatar  Posted by Fleshdoom  in Displayname (Started by Fleshdoom December 28, 2010, 05:42:36 pm
 Board: M.U.G.E.N Development Help

Is it possible to modify the displayname at runtime? possibly with the use of var.


Regards.
    

Re: Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 12/25/2010

 December 25, 2010, 02:32:36 pm View in topic context
avatar  Posted by Fleshdoom  in Hokuto no Ken: Shinpan no Sōsōsei M.U.G.E.N. version updated 04/27/2011 (Started by Lord Mike May 08, 2010, 08:49:42 pm
 Board: Edits & Add-ons

number 4: Like the original Arcade version, Kenoh only regenerates once per match (once again, thanks to Fleshdoom for that)

I forgot to add a trigger that checks that the no° of the round is not 1.
Kenoh infact regenerates only at 2nd or 3rd match.

    

AI palset

 December 25, 2010, 02:30:23 pm View in topic context
avatar  Posted by Fleshdoom  in AI palset (Started by Fleshdoom December 25, 2010, 02:30:23 pm
 Board: M.U.G.E.N Development Help

Hello, first of all merry christmas for you all...

I have a question for you.

As we now a char can a set of 12 palette. It is possible to force a char to have a precise palette when it  appears as an opponent?

I hope my question was clear.

Regards.