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WWF Wrestlemania

Started by Cobra Caddie, January 18, 2011, 05:55:09 AM

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Cobra Caddie

A while ago I started on a Mugen fullgame based on the NES game Wrestlemania. I resumed it and it's fairly close to having a Hogan only beta.

Project goal
A re-creation of WWF Wrestlemania for the NES with improved controls, a tag team mode, finishing moves and other features.

Screenshots
Just put in the full intro today:




Title screen:


Select screen:


Ingame screens:


I made this animation before I put in portraits, the timer, and energy meters, but it shows the general in game movements:


The first beta will only feature Hogan and won't have tag team mode. For the second beta I plan to have the Mega Powers and tag team modes available.

Balthazar

This looks funny and i'd like to play that beta once it's out :D
I don't know the spritecount or anything, but i do feel a desire to add some Street Fighter wrestlers :D?
'Gief, Darun, Alex :P. I'm curious how the gameplay will work out!

Cybaster

Sweet little game you have here. Looking forward to seeing more of this stuff. :)

ZayOsiris Gaming

Any plans for who you'll put in this game in the future?

Cobra Caddie

Quote from: Balthazar on January 18, 2011, 08:22:40 AM
This looks funny and i'd like to play that beta once it's out :D
I don't know the spritecount or anything, but i do feel a desire to add some Street Fighter wrestlers :D?
'Gief, Darun, Alex :P. I'm curious how the gameplay will work out!
No Street Fighter characters, sorry. I want it to resemble mid/late 80s WWF and am not doing a crossover. Speaking of the roster:
Quote from: StormEX--Hollow on January 18, 2011, 08:57:28 AM
Any plans for who you'll put in this game in the future?
All 6 characters from the original game, and I may add in a couple other wrestlers who didn't make the cut.

The gameplay will be mostly like the original, but pins, slams, running, and back attacks will have their own buttons, and climbing the ropes will be a lot easier.

DMK

I loved what you posted in the wrestling topic and hearing how you plan to make it easier will be awesme. Can't wait to see the beta!

Cobra Caddie

#6
Thought I'd go into more specifics about the gameplay. Here's the general information about the game:

Controls
Y - Body slam and pin(some characters can't body slam, only Hogan and Andre can slam andre)
Z - Back attack
A - Quick attack(usually a punch)
B - Strong attack(usually a kick)
up or down + attack - Character specific, some characters have alternate attacks(headbutts and such)

Tap C - Finisher
Tap Up - Get up when energy is empty, or being pinned

X + left or right - Run and used to climb the turnbuckle
B while running - Drop kick

System specifics:
Ok here is a lot of mostly boring stuff, but I thought I'd show how much effort I'm putting into this.

Spoiler (click to show)
- Health starts at 202
- Health steadily recovers at a pace of 1 point every 32 frames, but max recovery is 200
- If both characters health reaches below 128, health icons will start appearing randomly at the top of the screen. The health can be for either character regardless of who is winning, and they stop appearing if either character's health goes about 128. Health icons recover 14 health.
- Knockdowns are determined by an 18 point system. Every attack you get hit with has a point value, and if the knockdown counter reaches 18, you get knocked down. The counter recovers 1 point every 64 frames.
- Characters have 4 states of "anger" that change how much damage their attacks do and how many knockdown points their attacks add. You can usually tell which state your character is in because their skin is flashing, except for Hogan whose skin does not flash. "Anger" is determined by attacks you get hit with:
00-31 points - Not Angry, no bonus
32-39 points - Slightly Angry, knockdowns are easier
40-48 points - Angry, knockdowns are more easier and attacks do much damage
49 or more points - PISSED OFF, knockdowns are even easier and attacks do even more damage.
Anger points recover at a speed of 1 point every 64 frames.
- I will be revamping the "get up" system to accommodate finishers. I haven't decided on the final numbers yet, but it'll be something like:

If you're out of energy and get knocked down the first time, you have a 90% chance of being able to get up by tapping up, and it'll only take a couple of taps. The more times you get knocked down, the lower the percentage is and the more times up must be tapped. If the opponent uses their finisher on you, the percentage significantly drops.

In the original game, get ups were determined randomly everytime you pressed up, and how many times you've been knocked down doesn't effect it. You can keep getting up as long as you keep tapping up and you haven't been pinned.

Successfully recovering adds 10 points to your energy meter. Also, your energy meter continues to recover while you are down.

I should write a FAQ for the actual game.

momo!

dunno if it was this game or WWF RAW(pretty sure it was RAW) but there was a referee system, where the referee gets beaten up and knocked down, and after that you can use weapons. I'm guessing it'd be pretty FUCKING HARD to add that in but do you have any plans for such a thing, or some sort of ref deal?

Cobra Caddie

#8
No, but(and this is getting WAY ahead of myself, and with my track record that's a bad thing) depending on how this project goes I may continue onto other similar projects which could have referees, weapons, etc. It wouldn't be difficult for me to program either.

Cybaster

Yeah, start with the "simple system" (which is already complicated enough), and we'll see later concerning weapons and what not.
All this stuff looks awesome so far. :)

Orochi Gill

I was hoping for the arcade game :<

Ness

If someone replicated wrestlemania the arcade game ide come hard


Silentfailwhale

looks awsome man

always been a big hogan fan and a wrestling fan
"What do you want?"
"My face on the one dollar bill"
The Joker in Batman (1989)

Cobra Caddie

#13
I ended up changing some of the legal screen information that probably won't get me out of any lawsuits, but I thought I'd give it a shot.





As far as programming goes, I added some coding to prevent the characters from being able to push eachother. I fixed the axis which I found was off by one pixel. I prepared Hogan's knockdown sprites. And I did some bug fixing.

I've also done a couple of portraits and concepts for new characters. :-X

Thank you everyone who has been saying that they liked what they've seen so far. :)

Silentfailwhale

Quote from: Caddie on January 21, 2011, 01:20:59 PM
I ended up changing some of the legal screen information that probably won't get me out of any lawsuits, but I thought I'd give it a shot.





As far as programming goes, I added some coding to prevent the characters from being able to push eachother. I fixed the axis which I found was off by one pixel. I prepared Hogan's knockdown sprites. And I did some bug fixing.

I've also done a couple of portraits and concepts for new characters. :-X

Thank you everyone who has been saying that they liked what they've seen so far. :)
why does it say the hogan is opyright of marvel?
"What do you want?"
"My face on the one dollar bill"
The Joker in Batman (1989)

Titiln

because marvel really owned the name at some point
Spoiler (click to show)
When Hulk Hogan first wrestled under the "Hulk" name he was known at "The Incredible Hulk Hogan". Marvel Comics had a television show and comic book at the time called "The Incredible Hulk". Marvel thought the WWF was copying their "Hulk" character and warned WWF to stop. Instead of stopping the "Hulkamania" character the WWF made a deal with Marvel to recognize Marvel as the owner of all the "Hulk" names and in return Marvel gave the WWF a license to merchandise the Hulk name. When Hulk Hogan went to WCW they signed a similar deal with Marvel.

It should be noted that when Hulk Hogan became Hollywood Hogan he tried to cancel the Marvel deal but it didn't work out well and the deal is still alive.
Until recently, neither he nor the WWF/WCW (titan Sports) owned the full rights to his "Hulk" name. "Hulkamania," "Hulk Hogan," and "Hulkster" were all owned by Marvel Comics. The WWF/WWE made a deal with Marvel to use the name "Hulk." This was also done with WCW when Hogan went to WCW. Also, WCW used "Hollywood Hogan" to cancel the Marvel deal, but the deal was still alive. However, before the 2006 release of his multidisk anthology, Hogan acquired the rights to the name Hulk Hogan from Marvel. The trademark citation "Hulk Hogan is a trademark of Terry Bollea" can be found on the DVD-set credits.

DMK

Very interesting bit of infor you have there Titlin and here I thought Marvel still owned it.




Keep the screens and info coming Caddie! Can't wait to see those concepts for characters!

Silentfailwhale

hmmm dident know that thanks for info
"What do you want?"
"My face on the one dollar bill"
The Joker in Batman (1989)

Cobra Caddie

#18
Ya, all true. I considered updating the legal information to modernize it but just decided to go with the old stuff.

I need some opinions on something. Is the constant beat in this too annoying?

http://caddie.smeenet.org/jake.html

If it is I'll try and get a replacement for it, but I'm having a really hard time finding one. Unfortunately I can't just lower the volume on it either because I don't remember which instruments I used to make the midi. :-\

Edit: I'm considering putting in managers that would just be outside the ring. They wouldn't have any actual purpose and would just be aesthetics, but they would cheer when their wrestler is doing well, and be upset when their wrestling is losing.

Cobra Caddie

#19
I managed to save this post; everything after this was wiped out and I'm going to have to retype for the next post.

----------------------------------------------------------------
Since the post up there ^, I added knockdowns, fixed some movement issues, added in the ropes bouncing when you run into them, and the ring shaking when there are slams. It looks pretty  good in play.

I also added in ingame pausing using the start button. I did this not only to make it accurate to the source game(with stopping and restarting music from the beginning with pausing), but to deal with a bug that Mugen's natural pause causes with the music system I implimented. So ya, pausing with start = good. Pausing with Mugen's pause = bugs.

I've done some pretty neat coding for the game. I think that regardless if the game is in people's taste or not, some of the coding I did for it will be delicious for people who appreciate pulling off some cool effects. :) I should be able to release the first beta in 2 or 3 weeks.