This is my Charged characters thread. Enjoy!!
Ult M. Bison will be released on 3/8/2019. Wrapping up production on Bison with this being the last alpha release. Fixed most of what was bothering me about the last two releases & starting to add more moves, fixing incomplete stuff, final smart palette, etc.. This video is showcasing all of his hyper attacks. I'll be posting some fight videos on my channel over the next two weeks were you might spot some of the other features he has. That's about all I want to say other than enjoy the preview.
damage seems a bit low! are the characters very combo heavy?
Yes they are similar to Capcom's VS series characters & built to play against them. Maybe not quite as combo heavy but very close. Plus characters in my videos have health of 1200 instead of 1000.
Man, this Gouken is looking awesome! :D
Amazing M. Bison as well.
Keep it up!
Is there an ultimate ending included? Intro? Love those. You should do a battle on Thailand with your interactive assets :yuno:
Spoiler (click to show)
Ultimate Thailand anyone? :coollove:
You've inspired me to try the SFV Ultimate Psycho Crusher. Looks really cool.
Hey Rei I'm going to contact you soon for a commission. Check your Pm over the next few days. I look forward to see what you do with ur own M. Bison Ult psycho.
Here is a preview of Burnov. A couple more days working on him & I think he will be ready for an release. :thumbsup:
Why did ultimate psycho crusher whiff in that video?
Yeah maybe start Bison closer to the enemy to prevent that. Cause from what I played with him, it always hits. It might be Burnov himself to make the move miss.
@[user id=76554]Umezono[/user]: @[user id=81199]R565[/user]: The second part of that move can sometimes miss depending where the first part hits. It's a little risky trying to use this move in the air. His other Psycho Crusher hyper is a better bet when in the air.
Okay, so in the end you have to position Bison right so that both moves hit.
Here is a preview of Ultimate Ken which will be released on 7/19/2019. He has almost all of his moves from Super Street Fighter 2 & Marvel Vs Capcom 2. He will not be getting an air fireball attack. Ken has slightly more melee damage on his kicks compared to Ryu who has more damage on punches. Ken's fireball attacks are weaker as well, but has more damage on hypers & more combo potential than Ryu. I'll be showing more fight videos throughout the week on my channel.
Preview of Ultimate Janne D'Arc. She's almost ready for an alpha release.
That Janne will hold me over until R@CE is finished with his.
Release date for the alpha is 8/30/2019. I added more good stuff & tweaks to the character since the last video & am pretty happy with the outcome.
@RPGamerWriter Sounds like a plan.
Can't wait for Ultimate Capcom Vs. SNK.. LOL
Here comes Jimmy! So I'm back working on an un-named VS project & decided to dust off Blanka who has been sitting idle for a little while on the old hard drive. With older eyes I had some new ideas for Blanka, which are shown in the video & some yet to come. Some sprites on moves I'm trying out are just place holders & if the moves make the cut then they will be updated.
Backup video link? Copyright blocked again.
I remember during the Ryu Beta release that you said the same thing so I went back & looked at what you wanted me to post to & did the same thing here. So hopefully this helps.
Link : https://streamable.com/3zy61
I can give one suggestion (for now).
You should do something with the SF4 Shout of Earths (Anti-Ground and Anti-Air). They might blend in well here.
Def look into it.
Getting closer to an announcement on the name of the game i'm building, so I thought showing another preview of a character that will be in it would be a good idea. Enjoy the early preview of Ultimate Wraith.
Yet another copyright block, backup pretty please?
I'd suggest keeping this in mind for your future previews so I don't have to annoy you.
I actually tried to upload it to Streamable before I posted but it's not working. Dunno if their doing maintenance or this particular link just work go through. I'll keep trying.
Quote from: ELECTR0 on February 12, 2020, 10:52:25 PM
Getting closer to an announcement on the name of the game i'm building, so I thought showing another preview of a character that will be in it would be a good idea. Enjoy the early preview of Ultimate Wraith.
It looks very fun to play with him :muttrox:
Final preview of Blanka before the first alpha release. Since the last preview I've added some new things like finishing his smart palette, a vine swing move, more intros & victory poses. Blanka will be released next Friday on 2/21/2020. I'm going to spend the rest of the week testing & tweaking him so he plays as good as I am able.
For those who can not view the video. If you know of another site besides Streamable then i'll make the video available there, since Streamable is still not working.
A pirate has joined the game roster. Captain Kidd is sailing the high seas looking for plunder, but pesky people keep trying to stop him.
In case you can't view the video in your country then try this link & maybe it will help.
Link : https://dai.ly/x7sd5qw
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Can't wait, Captain Kidd is one of my favorite fighting game characters.
Love your work as always.
Glorious!!
Good to see some more love given to ADK's characters!
Final preview of Captain Kidd, which will be released on 3/6/2020. Added a few more hypers, throws, intros etc... He is pretty maxed out on moves & probably doesn't need anymore or it would be overkill. Going to start work on his stage now so enjoy the preview.
Alternate video site : https://www.dailymotion.com/video/x7sfjov
Quote from: MR. IBZS II on February 29, 2020, 07:11:05 PM
Can't wait, Captain Kidd is one of my favorite fighting game characters.
Just have to wait till Friday. :thumbsup:
Next contestant in the game is Sagat.
Alternative video : https://dai.ly/x7spjjo
Johnny Maximum has joined the fray. Also previewing an early version of Ken's stage with a hurricane theme. Thinking of removing people off the boat & just having one guy there with a yellow rain jacket on.
Alternate video site : https://dai.ly/x7sxtnb
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Final preview of Sagat. He will be released on 4/3/2020. Also finishing up 3 versions of his stage & wanted to show off the night version.
Alternate video site : https://dai.ly/x7szeqh
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Are your stages 1.1 exclusive? I like the night time version you got there for Sagat's stage. The addition of fireflies is a nice touch. I find it kinda odd that you mix and match voices between games. Kinda jarring, but not the biggest deal. Why don't you have the actual version of Tiger Raid? It starts low and is one of his best supers. Yours seems to be a hybrid of Genocide and Raid, but w/o the low start up.
Yeah, I'd switch to the more modern voice for the uppercut and fireballs.
Stages are for Mugen 1.0 & Mugen 1.1. For the voices I try to stick to SF2 & the alpha series, but if I'm modeling a move based on SF4/SF5 then I'm willing to use a voice sample from the game. Figure that's better than not saying anything during the move. A few times I have messed up though, for example Blanka has a hyper were I used a SF5 voice clip & really wish I didn't so it will be removed in the next update. It's also why I call these builds alpha's because their still in the creative process & am willing to change things about them. As for Sagat's Tiger Raid hyper, it's a mix between SF5 Tiger Knee Crush EX & SF2 Tiger Raid. Made it that way simply because I thought it looked cool.
Final preview of Johnny Maximum. He will be released on 4/17/2020.
Good job on JMax!
Glad to see how good he looks !!
Thank you so much for adding the "Shiii" K.O.d sound.
I thought Tung Fu Rue would make a good addition to the game. Still have a few more moves to give him, but other than that he is almost finished. Here is a preview of what I have so far.
This may be tough, but I feel the Super where he bulk ups could be a limited transformation like it was in FF1.
Interesting to see you incorporate it though.
Adding Tung's climax move from KOF 14. The move is coded so I know it will take a total of 17 sprites to complete & so far I've completed about 12 of them. Since it's taking me longer than planned to finish, I decided it would be good idea to show a few sprites & let people know the status of the character.
(https://i.imgur.com/EgiXY3D.png)
(https://i.imgur.com/Y3WmwiG.png)
Shaping up to be a pretty sick render my son.
Thanks Rowen! This is the first pass with these sprites & will probably look a little better on release.
I'm really excited to play him.
Is this character originally based off of master roshi? Really feel he needs that super fireball he has in neo geo battle.
Final preview of Tung. He will be released on 7/17/2020. Finished sprites for the climax hyper & also added a variety of combo's that he may preform after transforming into FF1 big man. I think there are around 12 different combos. The Senpuu Gouken hyper can be preformed in the air now, but has a different ending than the standing one.
It's time for Ray !
Here and in R@CE akira project !
glad to see more interest to non Capcom or SNK characters as well !
Quote from: Nedflandeurse on July 31, 2020, 10:21:53 PM
It's time for Ray !
Here and in R@CE akira project !
glad to see more interest to non Capcom or SNK characters as well !
It is exciting to see this treatment on non Capcom/SNK characters, even if these are third-party Neo Geo characters we're talking about. Not only the Neo Geo's 3rd party library, but I wonder how characters with no Neo Geo/CPS pedigree to speak of, such as Kurara (Power Instinct) (true, she did have a Neo Geo game but it wasn't in that "old-school" gradient-heavy style), Marco (Kaiser Knuckle), Tremor (Bloodstorm), or even characters from home console games like Eternal Champions, TMNT Tournament Fighters, WeaponLord, etc, would fare?
Ray is almost finished. I still need to add more FX to some moves so they look more complete & polished. Some new hypers have been added since last video. One is a throw that sends the opponent high into the sky & has a variety of attacks once up there. The other new hyper is an air barrage of kicks which finishes with the opponent being kicked hard to the ground & then bounces high for more combo potential. Unfortunately the AI didn't preform some of his new stuff in this preview. Looking to release Ray sometime in the next two weeks.
Stylish ! I like the fact he have some customs !
Looks really fun to play.
Been building this full game for a few years now & decided to make an announcement of the title & release date. The game will come with 15 characters at launch, interactive stages, animated life bar portraits & supports Mugen Hooked select screen portraits. The game features characters from various fighting games that came out between 1990 - 1995. Characters have been enhanced to closer match the Capcom VS style gameplay & visual presentation. This game will be Mugen 1.1 & 720P only.
HHHHHHHHHHHYYYYYYYYYYYYYYYYPPPPPPPPPPPPPPPEEEEEEEEE!!!! miss u electro! im so happy to see this! you changed the game with the interactiveness! <3
Now that's music to my ears, been waiting for this, fantastic work Electro!
Since the last preview I've added more hypers to Wraith. One is an air slam which he sends snakes out to hit the opponent after the slam. The other one is a demon breath which he can randomly blow electricity, fire, poison & frost. Wraith will be released on Halloween.
Starting back production on this game. In the next update Ryu will have an alternate costume. Here is an early look at it in motion.
Good stuff buddy!
Beside of some shadding adjustments, he looks great!
Jumbo is here to insult & squash his opponents into a pancake. ;D
Good news! THis guy is one funny bad dude from Slam Masters.
He can be a pretty good addition to your set of characters in this style!
Final preview of Jumbo Flapjack. He's got a few new moves since the last preview. Jumbo will be released on 9/25/2021.
This project is no longer in development because I'm leaving Mugen to spend time drawing comics.
Bittersweet news.
On the one hand, that you do what you like the most is always a positive thing, but on the other hand, it is a shame that you stay away from MUGEN considering that you always release very personal and top quality releases.
Either way, best of luck in your new path. :thumbsup:
Quote from: ELECTR0 on January 01, 2019, 01:00:11 AM
This is my Ultimate characters thread.
I was not expecting to see this. OMG! Great work dude!
Come to the Ikemen Side :bison:
Sad to hear that. Thanks for all your work, Electr0!
If you ever want to come back, I'd be more than happy to help you jump into the IKEMEN interactive stage thingy. (=
After not touching Mugen for a month I'm finding myself super bored. Maybe instead of leaving Mugen altogether I should just work on stuff a lot slower instead. So I started looking through my incomplete characters and decided that Dhalsim would be good to work on again. Maybe get him ready for a Christmas release. This is what I got so far.
Welcome back and yeah bro, do at the time you find it good for you. ;)
Yeeess!! that's fantastic news! I love your Classic VS full game a lot that I rather have you keep working on characters slowly than completely leave the project, cheers! :2thumbsup:
amazing work as always
Concept of a Elephant Hyper for Dhalsim. Still working on the sprites which don't have legs yet for the elephant, but the move is coded.
Work in progress sprites.
(https://i.imgur.com/jzOBPxR.png)
@【MFG】gui0007 I'm pretty much addicted to making Mugen stuff and spent to much time on it, but also don't want to quit altogether. So working slower will help me have time for other creative ventures.
@Noside I felt like I was letting people down by stopping the project. So It's going to continue at a slower pace, but at least it's continuing. :geek:
@The Shakunetsu Thanks!
OMG! That looks great.
ohoh...
Haha that's crazy! The elephant sprites look great. This is the kind of stuff you'd only see in mugen
A little suggestion: I think the move would be a lot more interesting if you removed the kick at the start and just went straight to the "teleport then elephant" part.
Quote from: SaltAddict on November 05, 2021, 04:53:43 PM
Haha that's crazy! The elephant sprites look great. This is the kind of stuff you'd only see in mugen
A little suggestion: I think the move would be a lot more interesting if you removed the kick at the start and just went straight to the "teleport then elephant" part.
OH OH...?? hmm---
Dhalsim is coming along nicely. I've put more polish on his attacks as well as added throws and 2 new air hypers which are Yoga Sunburst and Yoga Strike. Still working on the Yoga Strike sprites. Here is the first preview of the Alpha.
Great progress!
I like how this Dhalsim is fresh and feels new!
Dhalsim new super looks great
@Momotaro Adding a new spin on these old characters is fun.
@The Shakunetsu Thanks!
Quote from: ELECTR0 on November 20, 2021, 12:00:10 AM
Dhalsim is coming along nicely. I've put more polish on his attacks as well as added throws and 2 new air hypers which are Yoga Sunburst and Yoga Strike. Still working on the Yoga Strike sprites. Here is the first preview of the Alpha.
Great job!
Hold on... Did you add a handclap sound effect to his win animation? I remember in SF II there was none. Really nice. I love such small details!
Got an early preview of Guile. I added a decent smart palette to him for more costume options, which one of them you can see in this preview vid. Guile has a new move called sonic kicks. Right now I only have the light kick version implemented. Took both hyper moves from MVC2 and tweaked them slightly, for example the Sonic Hurricane color scheme now matches the colors of his original sonic boom. Next preview I'm going to add a team up hyper with Charlie where Guile kicks the opponent into the sky & then Charlie flies by in a fighter jet to blast you out of the sky.
Omg yes! man those sonic kicks look great! I also like that team hyper idea with charlie, I'll be watching closely, great work as usual ELECTR0.
Characters like these are what got me hooked in Mugen in the first place, hehe. One things keeps coming to my mind from watching the video, though, and it's that the walking speeds feel too slow for both of them (but especially Guile).
@Staubhold Yes and the yoga chant.
@Noside Thanks!
@PoTs I'll I'll speed the anim up a tick or two and see how that looks.
Quote from: ELECTR0 on January 28, 2022, 06:20:18 AM
@PoTs I'll I'll speed the anim up a tick or two and see how that looks.
He means the actual walk velocity, not the anim speed. :P
the sonic kicks really looking good
Almost done with Guile's alpha and will be releasing it within the next two weeks. In this preview video you will see that more sonic kicks were added. They can also be done in the air. I also added two new hypers which one of them is the Sonic Tempest, were you create a giant sonic boom in the air. The other one is the hyper I described in my last post, were Guile kicks the opponent into the air and a fighter jet blasts you out of the sky.
Super hyped! and loving the team hyper with Charlie! everything looks great so far I just have a little nitpick to point out, about what PotS said before, the walking back is kinda slow, I think is even slower than the actual arcade version, check it out:
https://youtu.be/xFT2bJev-Sc?t=143 (https://youtu.be/xFT2bJev-Sc?t=143)
Slightly sped up everyone's walk in the game. :megusta:
Here is a video of Guile's specials, throws and hypers. I made a lot of progress over the last few days where I added the rest of his throws and a hyper version of the throw called Maelstrom Twister. Also lots of FX, sounds, intros & win poses have also been added since the last preview. I'm only showing off the new jet intro in this video.
that hyper grab is so dope! really great job. LOVE that the plane takes off in the intro
Working on Chun Li as the next character in the game but it's going to take a minute to finish her. In the meantime I'm working on some much needed updates to older characters. First up is Zangief who is getting some new moves and sprites to go along with the quality of life changes. Here are some new sprites/smart palette for his Medieval Times hyper move.
(https://i.imgur.com/6EB5cUh.png)
Quote from: ELECTR0 on March 23, 2022, 09:03:19 PM
Working on Chun Li as the next character in the game but it's going to take a minute to finish her. In the meantime I'm working on some much needed updates to older characters. First up is Zangief who is getting some new moves and sprites to go along with the quality of life changes. Here are some new sprites/smart palette for his Medieval Times hyper move.
(https://i.imgur.com/6EB5cUh.png)
What a great idea!
I can't wait to see more of your work!
EDIT : any Preview of Chun Li?
I'm curious about how deadly you convered her. What kind of new moves / sprites / customs she have now...
When I see your work on Blanka and Zangief, I'm expecting so much for Chun Li... ^^
Curious about chun li could be really interesting considering her kung fu wushu and other Chinese martial arts. Maybe some fei king inspiration
@warecus @Momotaro
I wish I had more to share with Chun Li, but I just started working on her. All I can say is there are birds & a gun.
Early preview of Chun-Li. She has 3 hypers which are :
Kikou Shou - The ball of energy Super Art from Street Fighter 3.
Lighting Bird Kicks - An Ultra from Street Fighter 4.
Flock of Birds - Air hyper where she spins and birds fly by to attack.
Here's the reveal of Julius Carn the last character to be in the new update for the Classic VS game. Once I'm done releasing both J. Carn and Chun-Li for regular Mugen, I'll then be ready to update Classic VS game and get it released. Both characters are almost finished so not to much longer.
Fantastic work both Chun-Li and Julius Carn, I was missing this proejct so much, great update as usual ELECTR0, keep it up! :yuno:
Showing off Interpol Mode for Chun-Li. In this mode she shoots a gun stead of a fireball & has a different air hyper where she jumps around the map. I also added a new throw attack which does random things. Right now she just crawls on the opponent & beats on them with her spiked bracelets. I'll be expanding this attack before release. Also the new throw move can be used in both modes. I'm planning on releasing Chun-Li on 7/8/2022.
Is that Air Hyper taking reference from one of Gen's Super Artes? If so, that's a great call out to her teacher! :D
I can't wait for the release. I was waiting for Chun Li to be in your style for a long time!
I like the variation of moves of course, trademark of your characters!
I'm curious about special throw follow ups.
I'll wait patiently
you do an amazing job at references. bravo! chun li will be hype!
Here are previews of 2 new interactive stages being included into the next update. I thought that these would be a fun addition to the game.
#1 Remote Rescue : The breakable mask's function just like the signs on Ryu's stage, meaning that when you pass by them in a get hit state there is a random chance they might break.
#2 Death Match : Touching the fire ropes will deal 70 damage. You can not block the ropes. The ropes are on a cooldown timer of 300 ticks once they have hit somebody. I did this because if they stay on all the time it could lead to an infinite corner trap.
The next character coming to the game is Dee Jay. I've had some request for him through the years and now it's time to bring him to life. This preview is very early & some of the animations/FX are place holders. So far Dee Jay has 2 hypers which are based on SF4 moves, but more hypers/specials are planned.
Dee Jay seems pretty solid so far. I gotta say Dhalsim's Elephant ultra is legendary lol
Decided it would be a good idea to add a music themed hyper attack. The concept is, do a throw, then after you catch the throw you can choose between playing the steel drums, maracas or break dance. So far all I've coded was the steel drum option. When you choose the steel drum option each button press plays a different note. There is a timer that ticks down and you can play as many notes as fast as you want before the time runs out. The other hyper attacks are in the video as well since you couldn't get a good look at them in the last video.
Final preview of Dee Jay. He should be ready for release before the end of the month. In this video I'm showing off my ideas for Dee Jay's ariel combat as well as a new throw that has good combo potential. The new ariel hyper is called Hammer Time and will rapid punch and send the opponent into the ground a few times before punching them away. For specials I just gave him an ariel Jackknife Maximum, but preformed differently since it's hard to do charge down moves when your jumping. Finally I wanted to give him a new throw and so I went with his throw from SF4.
Started playing around with Ikemen Go and liked the features it offers. So now I'm starting the process of making an Ikemen version of the game which shouldn't take to long. I don't know if everything from the Mugen version will make it into the Ikemen version but I'll try to make it happen. Here is a video testing the tag feature. This mode is a lot of fun and it's features like this that made me want to make it. I'm trying to figure out a different way to do the AI because when the characters get really far away from each other, they get don't seem to want to go towards each other & instead they try to get farther apart which leads to fireball spam.
The Ikemen conversion is going really well and should be ready very soon. While I was working on this I redid the look of the lifebars for the game. I feel these are visually easier to read than the old ones. These lifebars will also be coming to the Mugen version.
Edit :
Final preview of the Ikemen Go version. The game will be released on 11/7/2022. In this preview I'm showing of the Orochi Kyo Tag system made by OrochiCr. It's very similar to the way Marvel Vs Capcom 2 tag system works and is exactly what the game needed.
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.
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.
(https://iili.io/HQfYPWB.gif)
AWESOME :D
The last hyper in the video was amazing!
Here is a early preview of E. Honda. I've always wanted E. Honda to have some sumo foot stomp's in his move list, so it was the first thing added. He has 3 different versions of the stomp with light, medium and strong attacks that all do different things and can even be combo'ed into each other for a triple stomp. I've also added a hyper where he uses his palms which opens enemies up for more attacks. Still working on other moves to add to him but nothing I want to show off right now.
I spent a lot of time updating E. Honda since the last preview and he's getting close to being finished. I've added a crouching strong uppercut launcher, Oicho throw, hyper Oicho Breaker & a hyper similar to his Street Fighter 4 super art which has variations. I still need to add something new to his ariel combat before release. Enjoy the preview.
I'm a big fan of your work.
Glad you like my stuff.
Final preview of E. Honda. He will be ready for download sometime next week. In this final preview I'm showing of some stage interaction with his intro and winning pose using his bath tub. I'm also showing off his new ariel attacks which are a power palm special move and a hyper Oicho throw that starts in the air.
[/color]
I shed a tear, fantastic custom sprites for E.Honda! great work as usual Electro!
@Noside Always fun to make new custom sprites.
Here is a preview of Athena. I went through all the different versions of her and grabbed the best parts to make her move list, but using the KOF 95 sprites. Surprisingly I didn't have to make many custom sprites to get the new moves to look good. I plan on releasing her in a few weeks along with an update to the Classic VS game.
I'm a huuuuge KOF fan, heck, it's in my veins, you always do a great job but, I feel like Athena doesn't fit nor match the sprite style of Street Fighter.
Here is another character that will be in the new update. It's a sprite swap of Ultimate Ryu with the Street Fighter 1 sprites. I started this project a long, long time ago and decided to finish up the sprites and get it released. All the new sprites are done by me except the animated stance, that was done a by a creator named Lows 9.0. I also made a smart palette for him. Here is a preview of some sprites and video.
(https://i.postimg.cc/RFWGk7bK/CRyu-Spries1.png) (https://postimages.org/)
Nice! I really like your version of Athena with some elements from Goddess Athena.
Ryu is basically finished. He has all the same moves now as Ultimate Ryu, but with a few twists to keep things interesting. In this last preview video I go over all his moves as well as Evil Ryu so you can get a look at them. Ryu will be released on 5/24/2024.
I'm trying to make the next game update as big as possible with 4 new characters. So the forth character I picked was Cheng Sinzan from the Fatal Fury series. My plan is for a late July or early August release for the game update, so I should have Cheng and Athena ready for download sometime between now and August. Here are some RBFF2 sprites I've converted to classic Cheng, with a smart palette.
(https://i.postimg.cc/s2pRdxD8/Checg-Sprite-Diff1.png) (https://postimages.org/)
(https://i.postimg.cc/W3BW26Ww/checgshow2.gif) (https://postimages.org/)
(https://i.postimg.cc/NG2SWLJx/checgshow1.gif) (https://postimages.org/)
Quote from: ELECTR0 on June 13, 2024, 09:07:18 PM
I'm trying to make the next game update as big as possible with 4 new characters. So the forth character I picked was Cheng Sinzan from the Fatal Fury series. My plan is for a late July or early August release for the game update, so I should have Cheng and Athena ready for download sometime between now and August. Here are some RBFF2 sprites I've converted to classic Cheng, with a smart palette.
(https://i.postimg.cc/s2pRdxD8/Checg-Sprite-Diff1.png) (https://postimages.org/)
(https://i.postimg.cc/W3BW26Ww/checgshow2.gif) (https://postimages.org/)
(https://i.postimg.cc/NG2SWLJx/checgshow1.gif) (https://postimages.org/)
OMG , AWESOME !
Here are some new special intros for a couple of characters on Blanka's stage. These intros will be in the next game update which will be released on 8/16/2024. If you have any ideas for the other characters on the roster to have a special Blanka intro feel free to share your ideas.
I like it
Next up is Mai Shiranui. I've added some moves from the king of fighters series, but haven't finished editing the sprites to better match the fatal fury sprites.
Two questions about the roster: first one is, where is Gouken? I thought he was gonna be a future addition, but he is in the very first post here and in the game's main menu and he's not in the game yet, with many characters coming before him. Also, do you plan on making secret alternate versions of characters a la Evil Ryu, like Violent Ken or Shadow Lady?
Just like Athena, Fatal Fury 3 Mai doesn't feel like it matches with the rest of the Street Fighter 2 characters, maybe a Fatal Fury 2/Special Mai could.
In the next update of the game some characters throws will be replaced with a bell throw when playing on M. Bison's Thailand stage.
@Macaulyn97 I am slowly working on his sprites. Full character sheets take me a long time unfortunately.
@Noside I'm also working on Fatal Fury 2 Mai. Much like I did with Ryu street fighter 1, FF2 Mai will be a sprite swap with a couple of slightly altered moves. For example she won't have the fan spinning moves. In it's place is a flaming upward kick.
FF2 Mai is a great choice, I also loved the thailand bell throw! what a good idea!
While adding some Slam Masters stages to the game I decided to add special intros for each character. They even have an alternate intro when playing simultaneous mode if they are player 3 or 4. Each intro has unique music based on who is player 1 and 2.
@NoSide Thanks!
That is one of the coolest things I've ever seen. Well done.
Haha! Nice, I agree. That is really cool. Looks very authentic as if they were all really in Slam Masters. Is this Mugen or Ikemen? I'm assuming the latter? Especially with the Thailand bell throw interaction.(Which is also really cool btw :))
Quote from: DivineWolf on August 30, 2024, 06:23:46 PM
Haha! Nice, I agree. That is really cool. Looks very authentic as if they were all really in Slam Masters. Is this Mugen or Ikemen? I'm assuming the latter? Especially with the Thailand bell throw interaction.(Which is also really cool btw :))
It's Mugen in all of the videos, but I also have an Ikemen version of the game. The Ikemen version doesn't have simultanious mode but it does have tag mode.
I can't wait to see more characters from Slam Masters as well, there are several that would be really cool in this style. The special intros in the ring stage, though, dayum...
People seemed to really enjoy the wrestling intros so here is the rest of the roster except for Mai and Johnny Maximum. I also updated some of the intros from the last video, but didn't include them in this video to cut down on the length.
Eliza looks so tiny in Ken's intro, lol.
Previewing both versions of Mai (FF3 and FF2). They are basically the same except for a few differences. The FF2 version of Mai doesn't have the twirling fan attacks, so instead she has an upwards flaming kick. In the FF3 version of Mai I changed the way the Hyper Fan attack works since the last preview video. Instead the move now mimics Mai's Super from the game Fatal Fury Wild Ambition were she plants a bomb on the opponent.
I hope you move to another Slam Masters char next, there are so many of those guys that need a good version.
Quote from: ELECTR0 on August 30, 2024, 06:42:16 PM
It's Mugen in all of the videos, but I also have an Ikemen version of the game. The Ikemen version doesn't have simultanious mode but it does have tag mode.
Oh really? That's even better then. Is this a 1.1 exclusive thing? It doesn't look like it from the vid, though I want to confirm. Honestly, if you don't mind, would you be willing to put up a tutorial/guide on making chars compatible with this/these stage(s) intro(s)? I'd like to try my hand at it and if it's pretty streamline, make all my chars compatible with your stages.
It will also work in Mugen 1.0 because it can read the stagevar(info.name) trigger. So all you do is add a changestate at the top of your 190 intro state. Here is an example :
Spoiler (click to show)
;Slam Masters intro For Player 1
[State 190, Slam Masters introP1]
type = ChangeState
trigger1 = stagevar(info.name) = "Slam Masters LA" || stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = teamside = 1
trigger1 = TeamMode != Simul
trigger2 = stagevar(info.name) = "Slam Masters LA" || stagevar(info.name) = "Slam Masters LA Ringout"
trigger2 = teamside = 1
trigger2 = TeamMode = Simul
trigger2 = numpartner = 1 && id<partner,id
value = 9300
;Slam Masters intros for Player 2
[State 190, Slam Masters introP2]
type = ChangeState
trigger1 = stagevar(info.name) = "Slam Masters LA" || stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = teamside = 2
trigger1 = TeamMode != Simul
trigger2 = stagevar(info.name) = "Slam Masters LA" || stagevar(info.name) = "Slam Masters LA Ringout"
trigger2 = teamside = 2
trigger2 = TeamMode = Simul
trigger2 = numpartner = 1 && id<partner,id
value = 9301
;Slam Masters intro for Player 3
[State 190, Slam Masters introP1]
type = ChangeState
trigger1 = stagevar(info.name) = "Slam Masters LA" || stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = teamside = 1
trigger1 = TeamMode = Simul
trigger1 = numpartner = 1 && id>partner,id
value = 9302
;Slam Masters intro for Player 4
[State 190, Slam Masters introP2]
type = ChangeState
trigger1 = stagevar(info.name) = "Slam Masters LA" || stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = teamside = 2
trigger1 = TeamMode = Simul
trigger1 = numpartner = 1 && id>partner,id
value = 9303
This will cover both team sides players 1-4. Next you just code the intros like you normally would any other intro, but give yourself enough time for both events to play out. For example in the Slam Masters intros both players intros are playing at the same time for 1000 ticks. Player 1 sprites all play in the first 500 ticks and then delete. The next 500 ticks are for player 2 sprites to play. I usually put the extra stage intro sprites into my screenpacks FightFX file, but you can also put the extra sprites into your characters. Here is an example of the intro code for all players.
Spoiler (click to show)
;--------------------------------------
;Slam Masters go first intro
[Statedef 9300]
type = s
ctrl = 0
anim = 9800 ; invisible
velset = 0,0
[State 9300, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=0
;x = 0
y = -39
ignorehitpause = 1
persistent = 0
[State 9300, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=999
;x = 0
y = 0
ignorehitpause = 1
persistent = 0
[State 9300, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = noFG
flag3 = nobardisplay
persistent = 1
[State 9300, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
persistent = 1
[State 9300, blackness Background]
type = explod
anim = F89155
trigger1 = time = 0
ID = 889775
pos = 160,120
postype = left
vel = 0, 0
sprpriority = -20
removetime = 492
[State 9300, PlayIntroMusic]
type = PlaySnd
trigger1 = time = 0
value = S8300,0 ;Add this music to your characters SND.
channel = 3
[State 9300, StopIntroMusic]
type = PlaySnd
trigger1 = time = 499
value = S355,0 ;Add this music to your characters SND.
channel = 3
[State 9300, background]
type = explod
anim = F89065
trigger1 = time = 0
ID = 889775
;pos = 10,0
pos = 95,195
postype = left
vel = 0, 0
sprpriority = -2
removetime = 492
[State 9300, lasers Purple 1]
type = explod
anim = F89072
trigger1 = time = 0
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 2
removetime = 492
[State 9300, lasers blue 2]
type = explod
anim = F89075
trigger1 = time = 0
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 2
removetime = 492
[State 9300, lasers Red 1]
type = explod
anim = F89073
trigger1 = time = 0
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 2
removetime = 492
[State 9300, giant beam 1]
type = explod
anim = F89067
trigger1 = time = 40
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 1
removetime = 185
[State 9300, giant beam 2]
type = explod
anim = F89068
trigger1 = time = 225
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 1
removetime = 85
[State 9300, giant beam 3]
type = explod
anim = F89069
trigger1 = time = 310
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 1
removetime = 150
[State 9300, forground]
type = explod
anim = F89066
trigger1 = time = 0
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 30
removetime = 492
[State 9300, Walk]
type = Explod
trigger1 = Time = 80
;ID = 88507
persistent = 0
anim = 88505
postype = p1
pos = -200,27
sprpriority = 8
velocity = 1.1, 0
facing = 1
accel = 0, 0
removetime = 230
shadow = 0,0,0
[State 9300, Emote]
type = Explod
trigger1 = Time = 310
;ID = 88508
persistent = 0
anim = 88506
postype = p1
pos = 50,27
sprpriority = 8
velocity = 0, 0
facing = 1
accel = 0, 0
removetime = 190
shadow = 0,0,0
[State 9300, background mist]
type = explod
anim = F89071
trigger1 = time = 120
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 1
removetime = 380
[State 9300, forground mist]
type = explod
anim = F89070
trigger1 = time = 120
ID = 889775
pos = 95,195
postype = left
vel = 0, 0
sprpriority = 20
removetime = 380
[State 9300, crowd]
type = PlaySnd
trigger1 = time = 240
value = F36,0
[State 9300, camera]
type = explod
anim = F89074
trigger1 = gametime%200 = 0
ID = 889775
pos = 80,40
postype = left
vel = 0, 0
sprpriority = 1
removetime = 9
[State 9300, camera]
type = explod
anim = F89074
trigger1 = gametime%250 = 0
ID = 889775
pos = 30,46
postype = left
vel = 0, 0
sprpriority = 1
removetime = 9
[State 9300, camera]
type = explod
anim = F89074
trigger1 = gametime%150 = 0
ID = 889775
pos = -92,19
postype = left
vel = 0, 0
sprpriority = 1
removetime = 9
[State 9300, camera]
type = explod
anim = F89074
trigger1 = gametime%295 = 0
ID = 889775
pos = 30,20
postype = left
vel = 0, 0
sprpriority = 1
removetime = 9
[State 9300, camera]
type = explod
anim = F89074
trigger1 = gametime%320 = 0
ID = 889775
pos = 190,40
postype = left
vel = 0, 0
sprpriority = 1
removetime = 9
[State 9300, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 492
value = 9800 ;Invisible
[State 9300, blackness]
type = explod
anim = F89138
trigger1 = time = 473
ID = 889775
pos = 160,120
postype = left
vel = 0, 0
sprpriority = 70
removetime = 46
ontop = 1
[State 9300, ChangeState]
type = Changestate
trigger1 = Time >= 1000
value = 0
;--------------------------------------
;Slam Masters go second intro
[Statedef 9301]
type = s
ctrl = 0
anim = 9800 ; invisible
velset = 0,0
[State 9301, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=0
;x = 0
y = -39
ignorehitpause = 1
persistent = 0
[State 9301, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=999
;x = 0
y = 0
ignorehitpause = 1
persistent = 0
[State 9301, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = noFG
flag3 = nobardisplay
persistent = 1
[State 9301, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nomusic
persistent = 1
[State 9301, blackness background]
type = explod
anim = F89155
trigger1 = time = 500
ID = 889775
pos = 160,120
postype = left
vel = 0, 0
sprpriority = -20
removetime = 500
[State 9301, PlayIntroMusic]
type = PlaySnd
trigger1 = time = 500
value = S8300,0 ;Add this music to your characters SND.
channel = 3
[State 9301, StopIntroMusic]
type = PlaySnd
trigger1 = time = 999
value = S355,0 ;Add this music to your characters SND.
channel = 3
[State 9301, background]
type = explod
anim = F89065
trigger1 = time = 500
ID = 889775
pos = 340,195
postype = left
facing = -1
vel = 0, 0
sprpriority = -2
removetime = 500
[State 9301, lasers red 1]
type = explod
anim = F89072
trigger1 = time = 500
ID = 889775
pos = 340,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 2
removetime = 500
[State 9301, lasers blue 2]
type = explod
anim = F89075
trigger1 = time = 500
ID = 889775
pos = 340,195
postype = left
facing = -1
vel = 0, 0
sprpriority = -1
removetime = 500
[State 9301, lasers black 1]
type = explod
anim = F89073
trigger1 = time = 500
ID = 889775
pos = 340,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 2
removetime = 500
[State 9301, giant beam 1]
type = explod
anim = F89067
trigger1 = time = 540
ID = 889775
pos = 328,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 185
[State 9301, giant beam 2]
type = explod
anim = F89068
trigger1 = time = 725
ID = 889775
pos = 328,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 85
[State 9301, giant beam 3]
type = explod
anim = F89069
trigger1 = time = 810
ID = 889775
pos = 328,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 150
[State 9301, forground]
type = explod
anim = F89066
trigger1 = time = 500
ID = 889775
pos = 340,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 30
removetime = 500
[State 9301, Walk]
type = Explod
trigger1 = Time = 580
;ID =
persistent = 0
anim = 88505
postype = p1
pos = -200,27
sprpriority = 7
velocity = 1.1, 0
facing = 1
accel = 0, 0
removetime = 230
shadow = 0,0,0
[State 9301, Emote]
type = Explod
trigger1 = Time = 810
;ID =
persistent = 0
anim = 88506
postype = p1
pos = 50,27
sprpriority = 7
velocity = 0, 0
facing = 1
accel = 0, 0
removetime = 190
shadow = 0,0,0
[State 9301, background mist]
type = explod
anim = F89071
trigger1 = time = 620
ID = 889775
pos = 338,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 380
[State 9301, forground mist]
type = explod
anim = F89070
trigger1 = time = 620
ID = 889775
pos = 338,195
postype = left
facing = -1
vel = 0, 0
sprpriority = 20
removetime = 380
[State 9301, crowd]
type = PlaySnd
trigger1 = time = 740
value = F36,0
[State 9301, camera]
type = explod
anim = F89074
trigger1 = gametime%200 = 0
ID = 889775
pos = 305,40
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 9
[State 9301, camera]
type = explod
anim = F89074
trigger1 = gametime%250 = 0
ID = 889775
pos = 255,46
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 9
[State 9301, camera]
type = explod
anim = F89074
trigger1 = gametime%150 = 0
ID = 889775
pos = 130,19
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 9
[State 9301, camera]
type = explod
anim = F89074
trigger1 = gametime%295 = 0
ID = 889775
pos = 265,20
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 9
[State 9301, camera]
type = explod
anim = F89074
trigger1 = gametime%320 = 0
ID = 889775
pos = 415,40
postype = left
facing = -1
vel = 0, 0
sprpriority = 1
removetime = 9
[State 9301, blackness]
type = explod
anim = F89138
trigger1 = time = 973
ID = 889775
pos = 160,120
postype = left
vel = 0, 0
sprpriority = 70
removetime = 46
ontop = 1
[State 9301, ChangeState]
type = Changestate
trigger1 = Time >= 1000
value = 0
;--------------------------------------
;Slam Masters go first intro Partner
[Statedef 9302]
type = s
ctrl = 0
anim = 9800 ; invisible
velset = 0,0
[State 9302, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=0
;x = 0
y = -39
ignorehitpause = 1
persistent = 0
[State 9302, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=999
;x = 0
y = 0
ignorehitpause = 1
persistent = 0
[State 9302, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = intro
flag2 = noFG
flag3 = nobardisplay
[State 9302, Walk]
type = Explod
trigger1 = Time = 80
;ID = 9302
persistent = 0
anim = 20
postype = p1
pos = -240,27
sprpriority = 8
velocity = 1.1, 0
facing = 1
accel = 0, 0
removetime = 230
shadow = 0,0,0
[State 9302, Emote]
type = Explod
trigger1 = Time = 310
;ID = 9302
persistent = 0
anim = 182
postype = p1
pos = 10,27
sprpriority = 8
velocity = 0, 0
facing = 1
accel = 0, 0
removetime = 190
shadow = 0,0,0
[State 9302, ChangeState]
type = Changestate
trigger1 = Time >= 1000
value = 0
;--------------------------------------
;Slam Masters Simultanious Partner intro
[Statedef 9303]
type = s
ctrl = 0
anim = 9800 ; invisible
velset = 0,0
[State 9303, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=0
;x = 0
y = -39
ignorehitpause = 1
persistent = 0
[State 9303, PosSet]
type = PosSet
triggerall = stagevar(info.name) = "Slam Masters LA Ringout"
trigger1 = time >=999
;x = 0
y = 0
ignorehitpause = 1
persistent = 0
[State 9303, Walk]
type = Explod
trigger1 = Time = 580
;ID = 889776
persistent = 0
anim = 20
postype = p1
pos = -240,27
sprpriority = 7
velocity = 1.1, 0
facing = 1
accel = 0, 0
removetime = 230
shadow = 0,0,0
[State 9303, Emote]
type = Explod
trigger1 = Time = 810
;ID = 889777
persistent = 0
anim = 182
postype = p1
pos = 10,27
sprpriority = 7
velocity = 0, 0
facing = 1
accel = 0, 0
removetime = 190
shadow = 0,0,0
[State 9303, ChangeState]
type = Changestate
trigger1 = Time >= 1000
value = 0
As you can see it's not complicated but it will take a very long time to set all this up, so it's probably best done in a smaller full game like I'm doing.
I really liked FF2 Mai, excellent work as usual!
The next character coming to the game is Balrog. I'm still working on his smart palette and code so I'm not showing off any gameplay today, but here is a look at the smart palette so you can see some costume options. I have also finished an electric deathmatch stage from World Heroes with interactive code which will be in the next update.
(https://i.postimg.cc/qhMLKQM8/Stars-Bars-Demo.gif) (https://postimages.org/) Stars and Bars
(https://i.postimg.cc/XGGrtysR/Apolo-Creed-Demo.gif) (https://postimages.org/) Apollo Creed
(https://i.postimg.cc/bZysp56H/Red-Overalldemo.gif) (https://postimages.org/) Mike Tyson Red Overall
Quote from: ELECTR0 on September 06, 2024, 08:40:03 PM
Ah ok, I'll give this a try with KFM as I planned to do some tweaks to him anyway relatively soon. I'll have to add the sprites to the SFF, but it's not a big deal. Once I get it going with him, everything else should fall in line. Thanks. :)
Also, looking forward to see what you do with Balrog. Very nice CS you have going on with him.
I have finished Balrog's moves and smart palette so it's time to show him off. He now has 4 hyper moves. Two hyper moves are punch attacks on ground. The air hyper attack has 2 variations. One variation sends the opponent flying into the air and then punches them again before they land. The other sends the opponent to the ground and you just punch them again. The last hyper is a throw. I plan to add some variations to this throw before release.
Added the Port Town stage to the game. It has a stage finisher which I'm showing off in the video were you knock the opponent off the platform and fall through the Street Fighter 2 arcade intro. Balrog has a new ariel special were he spins in the air and lands on the ground to do a punch. While he is spinning in the air he can't be hit by normal or special projectiles. I don't think he connects the move in the video, but he does it a few times so you can see what it looks like. This will be the last video of Balrog. He should be released in a few weeks.
While making Balrog's stage I got an idea to throw opponents into the Casino signs to get electrocuted. At first I didn't think I was going to be able to pull off this feature and almost gave up because I was having trouble figuring out how both players Helpers should respond once someone hit a sign, but I think I got it figured out now. Don't expect all the characters to be able to do this in the next update. Just the finished characters like Ryu, Sagat, Zangief, etc.. will be able to do it. I'll try add this feature to as many characters as I can before the December update.
The game was in need of another boss character besides M. Bison so I decided to go with Wolfgang Krauser. I took inspiration from his Real Bout 2 playstyle so you will see some newer moves like a rapid punch & fire slams.
Final preview of Wolfgang Krauser. In this preview you can see some new moves, palettes ,updated FX & sound balance. Also his Cyclone hyper move & Phoenix Slam special move can now be done in the air. His Unlimited Desire hyper move now has 2 variations. The first variation ends with a big flaming punch and the other ends with flaming Leg Tomahawks. Wolfgang Krauser will be released sometime in the next 2 weeks.
krauser fits in to rival sagat as their projectile moves are very similar :8): reminded me of sagat z by zamtong and O Ilusionista's mb02 having his kraiser wave super move too ;D
People seemed to like my Street Fighter 1 version of Ryu so I thought it would be a good idea to add another SF1 character to the game. Adon seems like a good choice because he's more well known than other characters like Lee or Mike. I don't have a video yet of him in action, but I can show off his new stance animations and smart palette costumes.
(https://i.postimg.cc/259MxByJ/Demo-Adon-Pals1-A.png)
New Stance (Work in progress)
(https://i.postimg.cc/rw8HX9t3/New-Stance-Adon1.gif)
Quote from: ELECTR0 on July 08, 2025, 02:29:18 PM
People seemed to like my Street Fighter 1 version of Ryu so I thought it would be a good idea to add another SF1 character to the game. Adon seems like a good choice because he's more well known than other characters like Lee or Mike. I don't have a video yet of him in action, but I can show off his new stance animations and smart palette costumes.
(https://i.postimg.cc/259MxByJ/Demo-Adon-Pals1-A.png)
New Stance (Work in progress)
(https://i.postimg.cc/rw8HX9t3/New-Stance-Adon1.gif)
Good idea!!!
About the stance.
I feel like only the fists are moving. he should have forearms moving as well in a different angle from elbows.
That's really cool, some characters can have pretty interesting movesets, even if you probably have to get creative with some of them.
I just finished a lot of new sprites for Adon's new moves and felt that he is ready to be shown off. Adon is still missing throws and air special/hyper attacks, but other than that he's good to go. Enjoy the preview.
The final preview of Adon. In this video you can see all of his moves though they are still being tweaked. Adon will be released in about 2 weeks.
I wanted to make one more Street Fighter 1 character before moving onto another game. So I went with Lee since his stage and stage finisher are already in the game. In Street Fighter 1 Lee has no attacks really, so I decided to sprinkle some of Marvel's Iron Fist on him to get move ideas. One hyper attack I was unsucessful at making was a Chinese New year hyper attack with fireworks. I'm not sure if I'm going to scrap the idea or not. I need to find the right artwork first. I've also made a smart pallet for more costume options. Enjoy the preview.
(https://i.postimg.cc/1X2nNSQP/Smart-Lee22.png)
Quote from: ELECTR0 on August 07, 2025, 05:43:59 PM
I wanted to make one more Street Fighter 1 character before moving onto another game. So I went with Lee since his stage and stage finisher are already in the game. In Street Fighter 1 Lee has no attacks really, so I decided to sprinkle some of Marvel's Iron Fist on him to get move ideas. One hyper attack I was unsucessful at making was a Chinese New year hyper attack with fireworks. I'm not sure if I'm going to scrap the idea or not. I need to find the right artwork first. I've also made a smart pallet for more costume options. Enjoy the preview.
(https://i.postimg.cc/1X2nNSQP/Smart-Lee22.png)
Awesome idea and choice!
I like the touch with color work!
Here is a test of a new stage finisher that all characters can do on Mai's raft stage. To activate the finisher you just need to KO the opponent around the center flag pole with a normal melee attack from ground or the air. I still need to tweak the code a little more because the characters are flying to high, but other than that the finisher works good from all angles around the flag pole.
What if the loser on Blanka's stage could be eaten by the anaconda? Do the Zangief stage finishers still work, too? Maybe we can have Larcen's stage finisher on Johnny Maximum's stage? Guile's stage having the helicopter from Eternal Champions?
Yes Zangief stage finishers are still in the game though I probably need to relook at the code again because I've learned some things since I made that.
Adding another World Heroes deathmatch stage to the game and this time it's the factory with the sawblades. :mwhoa: The blades will randomly spawn left or right, but you can always tell which way to lookout for the blade because it first travels behind the players in the opposite direction before appearing on your plane. Have fun setting up your opponents to hit the blade or be unfortunate and fall on it yourself.
I have a few ideas for finishers on this stage; either knock over the loser onto the other side of the track as they get sawn in half by the buzzsaw, or knock them into the molten metal pit. But on the other hand, I feel like Lee is a bit of a wasted slot and would work better as an unplayable character similar to Punisher's Warzone if you don't have enough move ideas.
Good stuff!
I like such interactive stages!
Recently I saw that the Mortal Kombat Kollection had a stat page for all the fighters in the game and this inspired me to add something similar into the game. So now when your looking at the Move List, you can now hit left or right to get to two new pages. The page to the right will be a Stat page and the page of the left will be Extra info like techniques that are not of the move list, finishers and modes. Adding these pages to the characters has delayed the next update for a little bit. So I'm going to be aiming at a October release now.
Stat Page :
(https://i.postimg.cc/BbRxJFLF/RyuStat.png)
Extra Page :
(https://i.postimg.cc/zXXmhRQN/Ryu-Extraa.png)
Here is another test of the Sawblade stage. The blades have been sped up to arrive on the battlefield quicker. There is also a stage finisher now when close to the molten pit. Thanks to Miru for the finisher suggestion.
Quote from: ELECTR0 on September 08, 2025, 04:12:54 PM
Recently I saw that the Mortal Kombat Kollection had a stat page for all the fighters in the game and this inspired me to add something similar into the game. So now when your looking at the Move List, you can now hit left or right to get to two new pages. The page to the right will be a Stat page and the page of the left will be Extra info like techniques that are not of the move list, finishers and modes. Adding these pages to the characters has delayed the next update for a little bit. So I'm going to be aiming at a October release now.
Stat Page :
(https://i.postimg.cc/BbRxJFLF/RyuStat.png)
Extra Page :
(https://i.postimg.cc/zXXmhRQN/Ryu-Extraa.png)
This is very nice! Please add that to Ultimate Ryu SF1... and how about Ultimate Ken SF1?
Here are the final things that will be included in Update 7. Haggar will be added as new DLC and I've completely recoded him to fit into the game so he plays a lot better than the Punisher game version. I've also added a few new moves and a idle animation to Haggar. Next announcement is another stage finisher, which is on J. Carn's alternate stage. To activate the finisher just finish the opponent on the last round with a normal attack on the ground or air (Near the weapon racks in the background). Last thing I wanted to say before I leave is that I've recoded all the older stage fatalities to activate and play better.
I'm curious as to why he is DLC, you could have added the Slam Masters version as a regular character.
The Slam Masters characters in the game are from Ring of Destruction which is a fighting game, so that version Haggar would not be DLC. This Haggar is from a Beat'em up so it is DLC. I hope that makes sense. There actually is a story to the game I just haven't made the intro cutscene to the game yet, but I do have it planned out. The story goes like this, Doctor Brown from the World Heroes games has organized a time tournament. Now all the best fighters from 1988 - 1995 are teleported by Doc Brown to fight in the first Time Tournament.
Quote from: ELECTR0 on September 12, 2025, 02:50:06 AM
The Slam Masters characters in the game are from Ring of Destruction which is a fighting game, so that version Haggar would not be DLC. This Haggar is from a Beat'em up so it is DLC. I hope that makes sense. There actually is a story to the game I just haven't made the intro cutscene to the game yet, but I do have it planned out. The story goes like this, Doctor Brown from the World Heroes games has organized a time tournament. Now all the best fighters from 1988 - 1995 are teleported by Doc Brown to fight in the first Time Tournament.
Awesome story idea! Maybe a line about Brown Sugar (that's his name) having made some oversights in order to hint at the DLC characters in the game, too?
Sorry the game update got delayed, but the good news is that Akuma is joining the roster. That makes a total of 30 characters in the game which is a milestone. Here is an early preview of Akuma. I would say he is about 80% complete. Once he's finished I'll release the big update I've been promising.
I love how your characters always have stuff no one has ever done before. :thumbsup:
Starting this preview video I will be showing off some new moves for Akuma since the last video. I'll also preview some of the older moves since they have been updated, so it might be worth another look. Below I'll list what's new.
Added :
Hyakki Shuu : A twirling move where you can choose a variety of attacks. (There's even a Hyper attack option.)
Empyrean's End : A counter attack based on a move from SF6. (Potential to bounce opponent off the wall.)
Demon Armageddon : Hyper attack based on SF4 Super Art. (The move is slow but you also you can't be hit.)
Raging Demon : A level 2 Hyper Attack. (I might want to try and make a SF6 variation of this in the future as an option.
@[user id=3592]PotS[/user]: Thanks for your comments. I hope you enjoy the new preview of Akuma.
Haggar's DLC interactive stage for Classic VS.
While working on the final update to J. Carn I watched some videos about Mongolians and how they are good horse riders as well as eagle trainers. I wanted to incorporate this into Carn's moveset. Almost every move has been updated as well as increased combo potential. J. Carn should be ready for release sometime in the next two weeks.