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Buriki One system (Read 9546 times)

Started by Bannana, January 02, 2013, 07:08:43 am
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Buriki One system
#1  January 02, 2013, 07:08:43 am
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I've been debating whether to actually make a thread for this because I usually prefer to keep what I'm doing on the down-low and not make a huge deal about it, but I forgot that in order to get a ton of feedback you need to be established or create some sort of "hype-machine" to get established. Since I have done neither of the two and sort of want more feedback, I guess I should try to make a "hype-machine"
(your character also needs to be good... whoops!)

Spoiler: Introduction & History (click to see content)

Spoiler: For those who don't know the game (click to see content)

Spoiler: List of Mechanics as of latest update (click to see content)

Spoiler: Special Custom States (click to see content)

Spoiler: Balance & Grapple Gauge (click to see content)

Characters Undergoing "Burikification"
(I apologize to people concerning image size. I like the widescreen MUGEN settings)
Spoiler: Silber (click to see content)
Spoiler: Next character (click to see content)

Log Archive
I pulled these straight from the CMD & Common readme so you don't have to download something just to get the latest up to date information on how the system progresses. There were many changes over the past years, but I started compiling this when I decided to stop working on it on and off and dedicate much more time to finishing it.
Spoiler: v1.0 "More Misc Housekeeping" - 12/21/14 (click to see content)
Spoiler: v1.0: "Misc. Housekeeping" - 12/6/14 (click to see content)
Spoiler: v1.0 - 11/27/14 (click to see content)
Spoiler: v0.99 - 7/31/13 (click to see content)
Spoiler: v0.99 - 1/??/13 (click to see content)
Spoiler: v.95 - 1/4/13 - Dodging & Fixing movement (click to see content)
Spoiler: v.93 - 1/3/13 - About Judges' Decision (click to see content)
Spoiler: v.9 revision #2 - 1/1/13 (click to see content)
Spoiler: v.9 - 12/30/12 (click to see content)
Spoiler: v.85 - 12/29/12 (click to see content)
Spoiler: v.83 - 12/28/12 (click to see content)
Spoiler: v.8 - 12/23/12 (click to see content)

Thanks for reading through my project.
I love this game and I really do hope I can make a good system conversion for MUGEN.

im buggin out man
Buriki One
Last Edit: December 21, 2014, 10:17:58 pm by Bannana
Re: Buriki One system
#2  January 02, 2013, 08:15:30 pm
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Awesome project, I totally support it :D I'm a Buriki One fan, too, in its moment I could play B1 in some hidden arcade in my country and I'm still waiting for a decent conversion of Hyper Neogeo 64 on MAME. Also, I tried to convert Gai Tendou into CVS style many years ago and even I got a WIP of B1-Ryo that never concreted

Good to know you want to convert B1 chars, so I expect you can make also Gai and Ryo in a future ;) about the others, you can edit Kim Kaphwan to make Seo YongSong and Kasumi Todoh to make Takato Saionji. Good luck with your project and I hope you can release that template for other characters ;)
Re: Buriki One system
#3  January 02, 2013, 09:51:14 pm
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This is the first time i hear about Buriki one.From the videos,i see the game is pretty interesting
Re: Buriki One system
#4  January 02, 2013, 11:20:16 pm
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Awesome project, I totally support it :D I'm a Buriki One fan, too, in its moment I could play B1 in some hidden arcade in my country and I'm still waiting for a decent conversion of Hyper Neogeo 64 on MAME. Also, I tried to convert Gai Tendou into CVS style many years ago and even I got a WIP of B1-Ryo that never concreted

Good to know you want to convert B1 chars, so I expect you can make also Gai and Ryo in a future ;) about the others, you can edit Kim Kaphwan to make Seo YongSong and Kasumi Todoh to make Takato Saionji. Good luck with your project and I hope you can release that template for other characters ;)
Thanks, it's cool to see someone else who knows what I mean.

I have some ideas for what characters I'd like to do other than just grapplers. Gai is definitely on the to-do list once I compile all my resources. I was thinking of Ryo, but also thought it would be interesting to mix it up and do Takuma instead, but we'll see where that goes.

Speaking of Ryo, how far did your WIP get? Was it just an idea or were you in the middle of making it?

im buggin out man
Buriki One
Re: Buriki One system
#5  January 02, 2013, 11:32:45 pm
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No, I abandoned him long time ago because of lacking of time and inspiration. As Gai (based on CVS Joe), I was used CVS Ryo with a resprite and the movelist was more oriented to physical moves instead AOF/KOF ones (so no Koohken nor Haohshokoken). Here're some sprites I did from that WIP:

Instead of NGBC or KOF:MI, I based more on actual Ryo look on B1, with the tanned skin and light-blonde hair, I made some of the basics but after a time I prefered to abandoned. With my Gai, I retook him because KOFXI but I couldn't edit grappler moves he has in XI so he's in standby now (in my website there's a beta of him, he's based on B1 and his KOF2000 striker appearances and made years before KOFXI)
Re: Buriki One system
#6  January 03, 2013, 01:02:50 am
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this project look interesing in what console is this game because i would like to try it
Re: Buriki One system
#7  January 03, 2013, 01:24:16 am
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It's an arcade game, they never ported it to a console.

     Posted: January 03, 2013, 05:30:09 am
I just want to mention that I am currently making the Judges' Decision and I have decided to add Balance Gauges as well

I've started coding both as of today, but Balance Gauges might have to wait a bit longer until it's fully implemented because it requires custom sprites and all the people I knew who made those either hate me or it's not their area of expertise. Go figure.

im buggin out man
Buriki One
Re: Buriki One system
#8  January 03, 2013, 08:18:03 pm
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That's something I want to see in MUGEN, how do you make that, good luck with it ;)

Also, look at Silber thread, I left you feedback for him and the B1 system, my little grain of sand to help to your system :)
Re: Buriki One system
#9  January 04, 2013, 10:55:04 am
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Removed my last "bump update" about Judges' Decision because I really wanted to bump this thread for a much better reason.
I have added dodging, but that's the minor bit.

I 100% have fixed all movement. It literally took about 5 to 6 hours to sort through the mess I made years ago and I had to jump through so many hoops and override so many things, but it's FIXED! Outside of the Balance Gauge this thing is around 95% done!

In other news, I'm planning on tweaking Silber a bit more, but I really want to move on to another character, either Gai or Takuma and start working on actually grappling stuff with the Balance Bar.

im buggin out man
Buriki One
Re: Buriki One system
#10  January 08, 2013, 04:12:53 am
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Finished gathering my resources and I've begun work on Gai.

If I could describe how he'll work in a few words, I'd say:
- Quick
- Easily chainable combos
- a few grapples

Essentially he'll play like what you would think a MMA character would. Gets in fast, takes advantage of any opening the opponent leaves, and finishes the fight quickly. He won't do a ton of damage per attack, but in total it'll add up.

There's also a list of sort of planned characters that can change depending on certain circumstances.

im buggin out man
Buriki One
Re: Buriki One system
#11  January 13, 2013, 01:42:46 am
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Not sure how many people actually read this thread, but bumping with updates anyway.

The bars are about 90% done, with everything except the filler animation and maybe a few little details. I have both the red and blue bars, but for now I'm just posting the red bars as examples.

The Balance Bar (the arrow in the center is technically separate from the bar, but for now it's all together)


The Grapple Gauge


All that really needs to be done is the filler animation, which I'll try to do, but I'm terrible at this stuff so don't hold your breath on it being done soon.
The grapple gauge has two flashing words, "Offense" and "Defense" at where the large black rectangle is. I'm hoping to be able to carry it over, so I'll be adding those as well.

I'm hoping to have these done and begin coding the bars by Late January to Early February if all goes well, and then the coding on Gai begins.

im buggin out man
Buriki One
Re: Buriki One system
#12  January 14, 2013, 11:03:55 pm
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I read it :P but don't worry, you can bump your WIP anytime you want. I want to see how those bars would be applied to MUGEN, you could make a video with Silber to show how that works :D
Re: Buriki One system
#13  January 20, 2013, 09:45:11 am
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hey bannanna banana i think your systems great good job those bars are sexy i couldnt make any improve,ent if i tried to good job man. just good job
Jango said:
Robert the small said:
OH, SO YOU WANNA FIGHT!? I'LL SHALALY YA, YA DRIED UP STINKY DICKLICKER!
MY RAPEFEST WILL BE SO GREAT YOU'LL HAVE TO SHUT DOWN YOUR YOUTUBE ACCOUNT LIKE FLOOFIEKUN
Re: Buriki One system
#14  February 01, 2013, 03:40:36 am
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Balance bars are about 50% done!
There are a few graphical hiccups and I just need to do the flipping sides deal (where if you face the other direction the bar flips to face the same direction)


I haven't started on the grapple gauge just yet because I need these bars done immediately, but it will be done much more quickly because it doesn't move.

In addition, I have added the info from my text file concerning the balance and grapple gauges so you get a better insight into how they work.
It's under the special state number section on the first post.

im buggin out man
Buriki One
Re: Buriki One system
#15  February 01, 2013, 11:54:32 am
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Just the idea of switching the d-pad to attacks and the buttons to movement is intriguing as hell, let alone all the interesting grapple mechanics.  I can't wait to see what you do with this, and even more to give it a try! 
Re: Buriki One system
#16  February 04, 2013, 08:21:31 am
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25% done flipping.

I am getting really burnt out dealing with the bars, so I'm probably going to be inaccurate and only have one size for the bar. If I had three sizes I'd have to deal with lengthening and shortening the bars as well as making all the standard required animations for them. I've got a strong work ethic, but I can only deal with so much before I start losing my edge. I really want to finish the bars so I can put the finishing touches on Silber and release the final version, and the only way I can finish Silber is to finish the entire system.

My current timeline has me completing the whole project by mid February if I'm not caught up in anything. The ultimate goal is to complete it before March.

As for public release of the system template, I might not get there until next year. The goal is for me to churn out as many different characters using the system as possible as guidelines for how it should be used, and then releasing it for the public to do with whatever they please.
I also plan on never making any system revisions once it's 100% complete. Once it's done, it has to be completely done.

im buggin out man
Buriki One
Last Edit: February 23, 2013, 01:43:36 am by Bannana
Re: Buriki One system
#17  February 23, 2013, 01:43:54 am
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New log entry added in anticipation of the next update of Silber (should be either tonight or tomorrow, depending on how fast I fix the non-system bugs I found).

There are several bugs that I can't figure out, but outside of those it's done.
Grapple bar will be complete when I make Gai Tendo.

im buggin out man
Buriki One
Last Edit: March 22, 2013, 05:56:51 am by Bannana
Re: Buriki One system
#18  March 22, 2013, 05:57:35 am
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Sorry about no updates whatsoever, I'm slow at this.
I also haven't have time, I was completely booked with classes and my other activities and when I did have time I was far too burnt out to get anything done. However, spring break is coming up, which means when I'm not working I'll basically have all day to work on this.

Look forward to major system updates in the future as I'm going to try to tackle every bug existing in the balance bars, but specifically I'm going to be working on discovering a workaround for the AI causing the bar to freak out.

I already complied a SFF for Gai, but that was before I added the sprites and animations for the bars into Silber, so I need to recompile that as well. Once I recompile the SFF I'm working on the Grapple Gauge immediately so I can ship out an updated system via Silber. I'll try to get as much stuff done as I can, because God knows I won't have time when I get back.

im buggin out man
Buriki One
Last Edit: August 01, 2013, 06:32:01 am by Bannana
Re: Buriki One system
#19  August 01, 2013, 06:32:16 am
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Hey guys what's up?

Sorry for the MAJOR delay, I got burnt out after the last system update and then some other stuff happened that would take forever to explain.

the newest system version has just been finished. It'll be uploaded in a hour or so (i'll post it in the release thread).

It's pretty small, I just fixed some AI compatibility issues that I've been planning on doing for a couple months. No headway has been made on the grappling  though. : (

But don't worry, I'll try to balance this out with my other hobbies and pursuits as best as I can from now on.

im buggin out man
Buriki One
Last Edit: April 24, 2014, 07:58:14 am by Bannana
Re: Buriki One system
#20  April 24, 2014, 07:58:59 am
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It's been a long time (again), but after being on a bit of a break I'm about 50% complete with the grapple gague

Here's a neat little image (I'll get a video up once Silber's attacks are set up to work with the gague)


I would like to release version 1.0 of the system by the end of summer, but I'm not going to make too many promises.

im buggin out man
Buriki One
Re: Buriki One system
#21  April 24, 2014, 08:37:40 am
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oh, nice to see you´re still alive. Looking good.
Re: Buriki One system
#22  May 19, 2014, 06:46:16 am
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awesome!! never thought someone would mugenize buriki one. thank you. im hoping you will continue since its been awhile since your last iupdate.
Re: Buriki One system
#23  July 15, 2014, 08:38:56 am
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awesome!! never thought someone would mugenize buriki one. thank you. im hoping you will continue since its been awhile since your last iupdate.
I'm working on it right now. Sorry about any necessary worries I've caused, I'm not very good with keeping up to date on things so I usually just drop out for a while and then reappear.

Anyway, I've been a bit busy with work, but I've been making steady progress. I need to fix some scaling with the grapple gauge, since I forgot the whole arrow scales so it goes outside the outer bar. I'll be working non-stop this month as I want to keep my promise about having 1.0 out by the end of August.

im buggin out man
Buriki One
Re: Buriki One system
#24  July 29, 2014, 08:57:43 am
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So I'm maybe 80-90% done with the bars. I split the grapple gauge filler so it scales correctly, so if you have good eyes and can see the blue bar against the training stage you can see it in action. I'm going to tweak the vars when you attack in the grapple because it was just big for test purposes. Outside of that I have my list of to dos before I'll release what will hopefully be my last system update (there might be a few tweaks in the future, but I'm pretty much done with the meat of the system here)

To be done:
- Lost grip animation & state
- grapple ends when a certain bar threshold is met
- The amount of bar you have makes it easier/harder to grab (I need to look over my sources to see how to implement it. Right now I'm looking at a percentage chance based on your bar vs the opponent's, but I want to double check it with the original system)

(I just realized that I spelled gauge wrong throughout the entire cns because I consistently wrote the code at 2 am)

im buggin out man
Buriki One

ink

Re: Buriki One system
#25  July 29, 2014, 01:37:15 pm
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I really like the originality of this project! I've never played any fighting hame outside the traditional 4-6button set up.

I'm looking forward to seeing more.
Re: Buriki One system
#26  July 29, 2014, 05:03:29 pm
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To think that somebody actually took the time to learn the core mechanic of this obscure game and successfully implemented it within the confines of Mugen. Two thumbs up!

Lmao @ Brett Hart



Re: Buriki One system
#27  August 26, 2014, 07:02:03 am
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System update is gonna be out a bit later than scheduled. There's a whole bunch of stubborn things in the filler scaling code I need to take a long look at (possibly recoding entire sections of the -2) because the code I have already that prevents the filler from refilling while being hit clashes with the code I need to write for the attacker's bar depleting. When the bar depletes over the period of the grapple, it also refills by 2 per 60 ticks as it does when you're in the normal states. Because the attacker is in a standing state and not a hitstate, I can't write code that prevents it from refilling the bar in that custom state without removing the hitstate trigger, which causes the bar to refill while you're being hit, in a custom state, or lying on the ground.

And then after that mess, I just gotta write some quick variable percentage code with failsafes for grabbing certain amounts of bar and finish the last exit from grappling state. Hope for a mid September release if classes don't get in the way.

im buggin out man
Buriki One
Re: Buriki One system
#28  November 28, 2014, 03:38:09 am
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To celebrate Thanksgiving here in America I present system version 1.0!

I have added all of the necessary requirements I made for my grappling states! There is only one issue and that is the grapple bar clipping a bit through the outer layer at the very end of scaling.

Check out the Silber release thread for the entire thing, and if there are no huge system issues that pop up, I'm going to get to work immediately on Gai!

im buggin out man
Buriki One
Re: Buriki One system
#29  December 02, 2014, 04:04:10 am
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Since the system is in its final state, I'm mostly just doing bug fixes and housekeeping. I'm gonna split all the system files from the character CNS so I can provide any updates without everyone having to download the characters all over again when the only updates are system wise.

The real reason I'm posting though is to ask how many people in general have adopted widescreen for 1.0.
If need be, separating the system files will allow me to easily make a separate system file for widescreen users if it's really popular, since without the bars you really only have half of the character.

im buggin out man
Buriki One
Re: Buriki One system
#30  December 07, 2014, 01:23:03 am
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Just did some misc. bug fixes, expect an update in the Silber topic with the new version in the next day or so, since I gotta run after I make this post and can't upload it now.

More importantly, I've added what is hopefully widescreen friendly bars and I've split up the CNS files so I can make system updates without having everyone to download the characters again, because system updates are pretty much separate from the characters.

im buggin out man
Buriki One
Re: Buriki One system
#31  December 20, 2014, 11:36:05 pm
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nice to see you are still working on your project I did try your silber and he is really fun to play with even if he is kind of difficult to use
also are you planning to make a fullgame? if yes there some character that you could maybe use as a replacement to the one in the original roster mostly
Balrog(Boxer) with svc capcom
Honda using Thedge kof sprite
and Thedge also converted marco sprite from garou to kof style
good luck
Re: Buriki One system
#32  December 21, 2014, 12:13:36 am
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Full game is too much work for me to put out a product in a reasonable frame of time. I'm happy with just releasing them even though the system is entirely different than most characters, and with Gai I'm trying to make them more viable in a nonfullgame format.
I've been looking at heavy D as a replacement for Rob Python, maybe Tizoc for wrestling, but aside from that, I haven't thought about much porting. To be honest the only other fleshed out character idea is making Hanzo as a joke.

im buggin out man
Buriki One
Re: Buriki One system
#33  December 23, 2014, 10:21:15 am
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So I was hoping to get a Gai beta out by Christmas, but MAME's recent updates over the past year has allowed me to partially emulate Buriki One whereas I could not emulate it at all 2 years ago. It was at the point where I was so blind and running off my 3 hours experience, my discussion the system with others who owned the game and eyeballing videos a few years ago that Shwa sent me info about the game with a motherboard being sold as an alternate way of replaying to game to get a feel for it, but I decided against it at the time because I would be just eyeballing it again on a terrible TV (also I didn't really have a place to store it at the time and I had 600 bucks in the bank and it was 100 plus the huge shipping for it's weight from Japan).

However, this is good because I can refresh my memory of how the system works and make some big system tweaks as well as make Gai a lot more accurate to his Buriki One counterpart. It runs like garbage, BUT I can hopefully dust off my copy of artmoney and get some velocities out of this and figure out Buriki One's friction among other miscellaneous constants because IIRC I don't need it to be running at 60 fps to get that

im buggin out man
Buriki One