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Famicom Fighters (Progress Thread) (Read 482057 times)

Started by KingPepe2010, May 26, 2013, 09:08:14 PM
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Re: Famicom Fighters (Progress Thread)
#501  November 05, 2019, 06:54:49 PM
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Shouldn't the stage be under the name "YieArDojo" in the stages folder?
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Re: Famicom Fighters (Progress Thread)
#502  November 06, 2019, 03:08:38 PM
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Nope, there's no "YieArDojo" file in the stages folder, just the Super Mario Bros. and Mighty Final Fight bonus stages.
Re: Famicom Fighters (Progress Thread)
#503  November 06, 2019, 04:39:43 PM
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Ok, that's strange then. The updated download I mentioned should definitely have them then.
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Re: Famicom Fighters (Progress Thread)
#504  November 06, 2019, 06:24:04 PM
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Just downloaded the latest build and this one has it, thanks! :thumbsup:
Re: Famicom Fighters (Progress Thread)
#505  November 13, 2019, 10:22:30 PM
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Small update mainly to fix a number of bugs: http://mcjimmy.net/famicomfighters.html

Change list:
Spoiler, click to toggle visibilty
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Re: Famicom Fighters (Progress Thread)
#506  March 08, 2020, 08:03:01 PM
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Just a heads up, MC Jimmy and I will be at RetroGameCon hosting a Famicom Fighters table again! This year, RetroGameCon will be held on October 10th and 11th (in Syracuse, New York). Not only can you meet us there, we'll have the whole game set up for play. We'll also be selling t-shirts and handing out music CDs there as well!
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Re: Famicom Fighters (Progress Thread)
#507  April 01, 2020, 07:17:15 PM
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We got a new character reveal today!

Sonic dashes in to Famicom Fighters, spinning up some trouble! While he'll show up in the next update, there's also a standalone M.U.G.E.N release to try him out!

Site: http://mcjimmy.net/famicomfighters.html
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Re: Famicom Fighters (Progress Thread)
#508  April 02, 2020, 12:59:52 AM
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Re: Famicom Fighters (Progress Thread)
#509  April 02, 2020, 08:43:47 PM
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All right, joke's up. The Sonic reveal was a fake: YOU'RE UNLUCKY TO HAVE TO FIGHT ME...

Anyways, back to the continued schedule: Dig Dug is almost done, he just needs his color separation. There's going to be a few more character tweaks left but hopefully, this upcoming update will be out soon.
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Re: Famicom Fighters (Progress Thread)
#510  July 06, 2020, 10:23:06 PM
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Re: Famicom Fighters (Progress Thread)
#511  October 14, 2020, 07:48:01 PM
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So before I state what's going on with Famicom Fighters, I would like to apologize for not keeping things up-to-date on this forum. I could've done a better job of keeping things posted here and I've admittedly put more focus on Famicom Fighters' Twitter and Youtube accounts than I've done here.

So first off, there's a new update coming out tomorrow! Much of the update consists more of fixing and changing around a bunch of mechanics. Some of this includes a new damage dampener (based on scaling per move type instead of the number of hits), character's having unique frozen sprites, characters not re-standing when they're burnt or shocked and several other under-the-hood coding changes to deal with bugs.  A slight heads up though, the punch and kick buttons have finally been swapped to match A and B on the 6-button control scheme. (I wanted to emulate the NES control scheme originally but I've noticed this ended up causing more confusion for people who are trying out the game. This change will also apply to the standalone versions.)

Other things this update includes:

For standalone M.U.G.E.N releases, Dig Dug will be released on the 17th as well as an update for all standalone characters.

For the future, I was originally going to update Ryu for the the update after this one. However, as it's been a while since FCF's last new character I've decided to switch to working on Black Mage and getting him finished up as well. I'm also considering looking into IKEMEN GO and porting Famicom Fighters over to that. Whether or not that will become the main engine for Famicom Fighters is unknown and I'm not sure what to do in regards to the MUGEN version if that does happen. (Admittedly, it does look so tempting to switch over to it.)
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Re: Famicom Fighters (Progress Thread)
#512  October 15, 2020, 07:23:31 PM
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The new update is finally here!:

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

Change list:
Spoiler, click to toggle visibilty
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ExL

Re: Famicom Fighters (Progress Thread)
#513  October 16, 2020, 10:44:25 AM
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Great, enjoying it, though found small bug - Ryu A+forward(palm strike) sprites are blue on any palette. (shouldn't even call it a bug, but still)
Played mostly with Samus and MegaMan and they play very satisfying :thumbsup:
Oh, and Metroid Trap super didn't show up as super finish for some reason... Probably because it was one of last hits that ended Mario's life
"Where greyness prevails, the black always take the power." (c) "Its Hard to be God" - brothers Strugatskie.
Last Edit: October 16, 2020, 03:45:19 PM by ExL
Re: Famicom Fighters (Progress Thread)
#514  October 17, 2020, 06:17:05 PM
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Glad to hear you enjoyed it! In regards to Ryu's and Samus' issues, I'll have those fixed up for the next update.
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Re: Famicom Fighters (Progress Thread)
#515  October 20, 2020, 09:56:29 PM
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Minor update for Famicom Fighters: http://mcjimmy.net/famicomfighters.html

Change list:
Characters
----------------------
  • Characters that use the Charge Back, Forward motions (as well as similar charge commands ending in forward) can now end the command with a down-forward to activate the move.

Urban Champion:
  • Minor fix on Urban Champion's nose in his portrait.

Samus:
  • Fixed issue where Metroid Trap didn't activate the Super Finish screen if the opponent was KO'd due to mines.

Simon:
  • Fixed bug where the text for Medusa's Wrath didn't show up for the Super Finish.

Bomberman:
  • Removed Bomberman's Air Light Punch's ability to regain control in mid-air.
  • Fixed bug where Bomberman's Destruction activated on non-target hits.

Dig Dug:
  • Fixed bug where hitting multiple targets with Rock Drop could cause the game to freeze.

Ryu:
  • Fixed Standing Strong Punch and Crouching Strong Punch using incorrect colors.
  • Fixed the super finish screen reappearing at the beginning of a round.
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Re: Famicom Fighters (Progress Thread)
#516  October 21, 2020, 08:12:29 PM
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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
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Re: Famicom Fighters (Progress Thread)
#517  October 27, 2020, 01:30:20 AM
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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.
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TiE

Re: Famicom Fighters (Progress Thread)
#518  October 27, 2020, 08:34:50 AM
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Always amazing to see you update this.
So I dropped by to give proper Kudos!

Thank you, man!
[BGdef]
 ;Filename of sprite data
spr = stages/ ***.sff