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/1561418298616586240We'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.
A new update is finally here as well as a port to Ikemen GO port!:Site: http://mcjimmy.net/famicomfighters.htmlChange List:Spoiler, click to toggle visibiltySystem-----------------------Select screen was changed to be much neater.-Most of the character portraits were updated to use the ones from Mr. X.Stages-----------------------New stages:--Final Fantasy: Corneria Fields-Mega Man's stage all use new music thanks to MC Jimmy!-Fixed an issue with the Stone Wizard where the eyes wouldn't function properly in Turns mode and Survival mode.Characters-----------------------Recovery Rolls has been added. These can be performed by holding A+B while falling from a soft knockdown. You can also roll forwards by holding forwards too.-The overall tag system was updated:--All tag-in moves now simply use Select + B--Summoning partners now uses half a bar. You can also summon them mid-attack for an entire bar.--Summoning your partner when not attacking makes you perform your summoning animation.--Switching characters mid-attack now requires a full bar.-Fixed several helpers that caused characters to die twice or not properly go into their death states at all.Black Mage:-Has been added!Mario:-Stomp causes a hard knockdown on aerial opponents.-Fixed a palette error on his default palette.-Luigi:--Fixed an issue where if Luigi throws out his fireball while the opponent was laying down, it couldn't hit the opponent after they got back up.Urban Champion:-Scapegoat was reworked:--When activated, Urban Champ's meter still drops but the super pause effect nor the move name will display.--If the opponent hits Urban Champion, they get stunned in place.--Has 1 frame of startup compared to the previous's 0--Only active for 32 frames instead of 44. (The active frames only overlap when Urban Champ is looking up. As soon as he looks down, it's no longer active.)--Recovery was increased from 24 F to 32 F.--Fixed a bug where Sewer Brawl's uppercut can launch an opponent hit from behind the wrong way.Samus:-Pit:--Fixed Stand Summon being unblockable.Mega Man:-Can no longer perform another air attack after his Jumping Light Punch.Simon:-Can no longer perform another air attack after his Jumping Light Punch.-Fixed a bug where if Simon dies during Medusa's Wrath, the super name background for it would show up/-Fixed a bug where his win fanfare was not playing in Simul.Dig Dug:-Fixed a glitch where Mappy stayed on screen if Dig Dug was defeated. Thonolan:-Rat Soldier--Fixed a bug where the Rat Soldier could not be killed.Bomberman:-Can no longer perform another air attack after his Jumping Light Punch.-Black Bomberman:--General:---Black Bomberman now hops in for both attacks. Stand Summon has him land near Bomberman while Crouch Summon has him land a bit behind Bomberman.--Stand Summon:---The grab now launches the opponent up into the air and can lead to followups-Lode Runner:--Crouch Summon is now a hard knockdown-Challenger:--Stand Summon:---Throws up to two knives, one after the other---Knives do not cause a knockdown now---Damage on the knife is lowered (100 -> 50) albeit the overall damage remains the same compared to the previous knife throw.--Crouch Summon:---Completely reworked. Challenger runs forward in the power-up state to swing the power-up knife upwards. An anti-air assist that causes a floaty launch even on aired opponents. Dig Dug:-Fygar:--Crouch Summon is now a hard knockdown-Pac-Man:--Fixed a bug where Pac-Man was unable to kill the opponent.Ryu:-Bomb Jack:--Crouch Summon is now a hard knockdown
YESS!! I was waiting for this! great update and fantastic work as usual KingPepe, now it's time to test Black Mage! cheers!
Beyond the fact that you have been working on this project for a long time, it seems to me that there is an actual resurgence of the 8-bit aesthetic. With many very creative reinterpretations and reworks. It seems that nostalgia is stronger.Any way, you build a nice cool game. Thanks for sharing.
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.htmlChange Log: Spoiler, click to toggle visibiltySystem-----------------------Fixed how super moves were not activating the super name background due to how Ikemen GO handles the Win trigger.Stages-----------------------Pro Wrestling: Wrestling Ring--Fixed an issue where the camera man could bind to other characters' projectiles/helpers in Round 2.Characters-----------------------Redone how Level 3 supers work if defeating the opponent with chip damage. Most of these supers won't active if they kill on chip damage with some exceptions:--Dig Dug's Pump and Blow: Will still proceed to inflate the opponent.--Black Mage's Banishing Zap!: The opponent will still be warped away but with no cinematic.Black Mage:-Fixed a bug with Banishing Zap! where the portal would get removed too early but not kill the opponent either.Star Man:-Fixed a sound bug regarding one of his match win poses.-Fixed Star Man's grabs so if they defeat the first opponent on a tag team, they're not stuck lying down.-Star Man keeps flashing through the rest of EX Sommersault Kick now.-If an opponent is defeated with (EX) Nova Whip, they'll properly go into their defeat state and be considered unpinable for the win pose.Thonolan:-In Sky High Kick, the kick flip will still follow-up the soaring kick on block. This also makes the move -10 on block now.
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.
All standalone characters have now received an update: http://mcjimmy.net/famicomfighters.htmlGeneral 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.