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Iron Muscle Bomber

Started by teddylam, October 22, 2012, 03:53:29 PM

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teddylam

Screenpack:








credits and commandlist are in the "readme".
Download links:
http://www.mediafire.com/#jepqxp9jofs1e  or  http://www.mediafire.com/download/mabuhaxj2t83x4i/2013-10-27++Iron+Muscle+Bomber+Demo.zip
http://www.4shared.com/account/dir/thhF_-uV/_online.html#dir=6ZUph2Sv

Update for Hugo and Red Cyclone (infinite with his top rope and invincibility for Red removed):
http://www.mediafire.com/download/u2krwekvm3qtt45/Hugo+and+Red+Cyclone+update+11-04-2013.zip
or
http://www.4shared.com/zip/KKy3u8Ci/Hugo_and_Red_Cyclone_update_11.html?


This game is about a sequel of Slam Master (Muscle Bomber), at the moment, with permission of O Ilusionista (thanks to him), I do some edit on his Red Cyclone who will be the base for all the futur characters in the game.

Story of the game:
A mysterious warrior kills one after another the greatest Street Fighters in the world:
Akuma and Vega are dead, nobody have seen Gill... in the night Ryu fight some huge fighter, with a nasty combo Ruy had his eyes gouged out. Unable to defend himself, he tries desperately to attack against the atrocious assassin who grabs his arm... and with a laugh, he tears ryu's arm.
Close to death, he heard: "the Street Fighter's era is over... Welcome to the era of Pro Fighters !!!"

Everywhere in the world, the" Capcom Wrestling Association" and the "Blood Wrestling Association" are under attack. New warriors from the "Dark Wrestling Association" defeat one after another the champions of the CWA while the BWA tries to take advantage of the chaos.


Unfinised Roster:
-CWA: Red Cyclone, Alex, Rainbow Mika, Tiger Mask
-BWA: Titanic Tim, Birdie, Andore, Poison, Astro
-DWA: New Black Widow, Tiger The Great 2, Dark ???

-Guests: Hard Gay, a mysterious crippled fighter...


System:
The game will be with a SF/CVS style. We will have:
-super jump   -roll/dodge    -running    -grab system    -ground fighting

We will have 5 styles of fighters:
-wrestler: comboing system of throws  -->  Red Cyclone, Mika, Raiden, Birdie, Tyzoc, Haggar
-Brawler: combo of normal or specials  -->  Andore, Yuri Sakazaki, Joe, Franco Bash, E.Honda
-MMA: lock and ground fighting domination, or mixed style  -->  Alex, Tiger Mask 2, Gai, Terry
-Vicious: weapons or nasty things  -->  Poison, Hard Gay, Sodom
-special: strange or evil power  -->  Astro, New Black Widow, Krauser, Geese
http://mugenguild.com/forum/iron-muscle-bomber.400
Rahhhhhhh, AI is so hard to deal with !!!!

Cenobite 53

look at my sprite rips  HERE
look at my TMNT Project HERE
My Contribution to mugen: Stages: 897 | Chars: 8 | Fullgames: 1 | Spritesheets: 85

teddylam

#2
http://mugenguild.com/forum/iron-muscle-bomber.400
Rahhhhhhh, AI is so hard to deal with !!!!

GTOAkira

-STREET FIGHTER VI WAITING ROOM-
-DRAGON QUEST XII WAITING ROOM-

teddylam

Yeah but not has a player ... unless someone help me to sprite because I'll have many edit to do on each character for the ground fighting system.
http://mugenguild.com/forum/iron-muscle-bomber.400
Rahhhhhhh, AI is so hard to deal with !!!!

GTOAkira

there is always acey haggar
-STREET FIGHTER VI WAITING ROOM-
-DRAGON QUEST XII WAITING ROOM-

teddylam

good idea, but one step after another ... I plan to release a Beta next week, so after that we will see what we can do on the roster, who will be in or who won't stay
http://mugenguild.com/forum/iron-muscle-bomber.400
Rahhhhhhh, AI is so hard to deal with !!!!

GTOAkira

this game have some interesent feature so good luck with evrything
-STREET FIGHTER VI WAITING ROOM-
-DRAGON QUEST XII WAITING ROOM-

YoungSamurai5

mugen or nothin


teddylam

Here are some progress, I worked a little on a screenpack and edited some stages to be compatible with the localcoord of the Red Cyclone and the screenpack... screens on the first post.
http://mugenguild.com/forum/iron-muscle-bomber.400
Rahhhhhhh, AI is so hard to deal with !!!!

GTOAkira

#10
very nice man i am a big fan of saturday night slam on snes very waiting for this and if you need help with sprite call me o and also this a sprite of astro from saturday night slam long ago it need some work but maybe you can use it
-STREET FIGHTER VI WAITING ROOM-
-DRAGON QUEST XII WAITING ROOM-

teddylam

Thanks, I learn to code slowly and I will do 2 more characters (Alex and Birdie) before spriting a new one. If you have ideas on the game I would be glad to share them. Same thing for the design.

if people are interested in this project, I'd love to get some help. I'll post some sprites for each characters soon, be free to add here your suggestions and ideas, I would like if this game become an open project for the community of mugen.
http://mugenguild.com/forum/iron-muscle-bomber.400
Rahhhhhhh, AI is so hard to deal with !!!!

GTOAkira

yeah it could be very nice to create some custom werslers and nice beta im downloding now im going to post more sprite of werslers and good luck
-STREET FIGHTER VI WAITING ROOM-
-DRAGON QUEST XII WAITING ROOM-

teddylam

http://mugenguild.com/forum/iron-muscle-bomber.400
Rahhhhhhh, AI is so hard to deal with !!!!

mkfreak89

i remember this game for the snes platform my advice is to add all the fighters that were in the old game and to create some newone, new wrestler moves and some improvements from the old game

teddylam

#15
About the game, do you people like MvC chaining combo (or like SxT) ? Or do you want me to do something more like street fighter ?
But I'll keep the super jump, the dodge and gard push because the characters will move a lot on the ring and the game will be more focused on grappling and throws.


     Posted: July 07, 2013, 05:08:24 AM
Some news: Alex Beta released and Red Cyclone updated, some changes for the screenpack (new vs and victory screen, intros etc).
See first topic for dowload.

Now I'll work on Hugo and Birdy (or Sodom). :yippi:
http://mugenguild.com/forum/iron-muscle-bomber.400
Rahhhhhhh, AI is so hard to deal with !!!!

atomicbuster

Hello Teddy.
I have a few ideas for this game you are making. I think you might want to consider some common, but important grapple systems.
1. The actual grapple, where the two combatants "lock up" their arms. I know this makes the whole game more complicated, and maybe cheezy, but it's the stereotypical look of pro wrestling to many people. It's also a tried and true system from all the best wrestling games.
2. The Irish Whip. This is a staple of wrestling, whipping your opponent into the ropes and having them run back at you. This sets them up for more grapples or special strikes.
3. The floor recovery time should be proportional to the move that initiated it, to allow for a variety of ground attacks. I'll provide some examples:
a) If you were grounded by a sweep, then you could rise fairly quickly, so the opponent has no time to land any ground attack.
b) If you were grounded by a normal throw, then the opponent has time to land a ground strike before you rise.
c) If you were grounded by a special throw or combo that ends in a knockdown, then the opponent could land a ground grapple or 2-3 ground strikes.
The beauty of this system is that the time down can be predetermined, but then shortened by, you guessed it, button mashing. The downed character could roll or spring away at the last second.
4. The Top Rope. Some, if not all, characters should have a top rope move, which should be executable after a strong knockdown. This could resemble R. Mika's super from SFA3 where a ring post appears, and she is on the top turnbuckle.
5. The Finish. A KO works great in MMA and other strike based games, but wrestling is about the Pin. As I see it in my head, as one character falls due to depleted life bar, the other runs or jumps on him/her for the "1-2-3!"
Almost all these elements were present in the first few Slam Masters games. The last one without these elements was arguably not very good. Just food for thought.

Ryūku Tsukuyomi






"During a time of struggle, K-ON's beautiful story provided the influence needed for me to become an ideal president. I am now a better man."
— Barack Obama, 44th president of the United States

Dragon of Courage

Poison... because sHE rocks!
The Dragon is here!

teddylam

Quote from: atomicbuster on July 16, 2013, 03:46:57 AM
Hello Teddy.
I have a few ideas for this game you are making. I think you might want to consider some common, but important grapple systems.

   1. The actual grapple, where the two combatants "lock up" their arms. I know this makes the whole game more complicated, and maybe cheezy, but it's the stereotypical look of pro wrestling to many people. It's also a tried and true system from all the best wrestling games.

   -Good idea, Red Cyclone has already the sprite to doing it, but I waited to have my 3rd char to think about how to draw it for each of them.


   2. The Irish Whip. This is a staple of wrestling, whipping your opponent into the ropes and having them run back at you. This sets them up for more grapples or special strikes.

   -For the Irish whip, I don't know, I think if the character is small he won't make  heavier characters run that much... and I think of making each character good on some gameplay elements, forexemple:
a) Alex, Terry, Joe not very stong but balanced on stricke, throw and zoning.
b) Red Cyclone, Haggar and Tyzoc, powerfull chaining throw
c) Hugo powerfull stricke and stomps and can dizzy you easily (so he can combo or taunt you, because taunts give you power), and he his huge (will matter on some element... you will see it on release.
d) Geese, Birdie and Poison: trap game... and mind game. Shit it's trap (it's what you will say when playing against this manager of Hugo  :wink3:)
e) Raiden and R.mika will have a system on Irish wip (even if Mika can't use it on heavy chars like Hugo or Zangief, she will have something to dominate them on this move  :huh2:)
f) Krauser, strong on all elements...


   3. The floor recovery time should be proportional to the move that initiated it, to allow for a variety of ground attacks. I'll provide some examples:
a) If you were grounded by a sweep, then you could rise fairly quickly, so the opponent has no time to land any ground attack.
b) If you were grounded by a normal throw, then the opponent has time to land a ground strike before you rise.
c) If you were grounded by a special throw or combo that ends in a knockdown, then the opponent could land a ground grapple or 2-3 ground strikes.
The beauty of this system is that the time down can be predetermined, but then shortened by, you guessed it, button mashing. The downed character could roll or spring away at the last second.

   -I wanted to do it (with some custom animations) but I had some problems with the code... if you have some code to do it, please show them to me


   4. The Top Rope. Some, if not all, characters should have a top rope move, which should be executable after a strong knockdown. This could resemble R. Mika's super from SFA3 where a ring post appears, and she is on the top turnbuckle.

   -Wanted to do it too, but we won't have so much ring stages in the future (perhaps 4 or 5, the other will be cages fight, street fight...)


   5. The Finish. A KO works great in MMA and other strike based games, but wrestling is about the Pin. As I see it in my head, as one character falls due to depleted life bar, the other runs or jumps on him/her for the "1-2-3!"

   -it's funny because I tough to make the Pin has an Hyper move (easy to evade if you have power: if you have more life it'll cost 1000 power, if less 2000 Power, if you have no power it'll cost you some life... or you loose).
http://mugenguild.com/forum/iron-muscle-bomber.400
Rahhhhhhh, AI is so hard to deal with !!!!