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Re: Dig Dug (Taizo Hori) released, all Famicom Fighters chars updated

 October 31, 2020, 05:16:18 AM View in topic context
 Posted by KingPepe2010  in Dig Dug (Taizo Hori) released, all Famicom Fighters chars updated (Started by KingPepe2010 October 17, 2020, 07:45:04 PM
 Board: Your Releases, 1.0+

    

Re: Dig Dug (Taizo Hori) released, all Famicom Fighters chars updated

 October 30, 2020, 08:24:38 PM View in topic context
 Posted by KingPepe2010  in Dig Dug (Taizo Hori) released, all Famicom Fighters chars updated (Started by KingPepe2010 October 17, 2020, 07:45:04 PM
 Board: Your Releases, 1.0+

Updated all standalone Famicom Fighters characters (10-30-2020): http://mcjimmy.net/famicomfighters.html
General:
  • Fixed bug where basic attacks couldn't chain into Sonic Boom motions if they're facing left. (Applies to Simon, Dig Dug and Thonolan)
  • Redid certain attacks involving custom states (mainly hard knockdowns) mainly to fix issues involving FCF character death states.
Mario:
  • Fixed infinite Air Fake Fireball.
  • Fixed Link's Boomerang crashing MUGEN if it hits multiple targets in Simul.
Urban Champion:
  • Fixed Flower Crash crashing MUGEN if it hits multiple targets in Simul.
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.
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.
  • Fixed Pac-Man being unable to defeat the opponent.
  • Fixed Fygar using an incorrect color on the Battle City palette.
  • Fixed Mappy's Door Wave crashing MUGEN if it hits multiple targets in Simul.
  • Fixed Pac-Man not disappearing when he chomps a second target in Simul.
    

Re: Famicom Fighters (Progress Thread)

 October 27, 2020, 01:30:20 AM View in topic context
 Posted by KingPepe2010  in Famicom Fighters (Progress Thread) (Started by KingPepe2010 May 26, 2013, 09:08:14 PM
 Board: Famicom Fighters

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.
    

Re: Famicom Fighters (Progress Thread)

 October 21, 2020, 08:12:29 PM View in topic context
 Posted by KingPepe2010  in Famicom Fighters (Progress Thread) (Started by KingPepe2010 May 26, 2013, 09:08:14 PM
 Board: Famicom Fighters

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
    

Re: Dig Dug (Taizo Hori) released, all Famicom Fighters chars updated

 October 20, 2020, 10:00:03 PM View in topic context
 Posted by KingPepe2010  in Dig Dug (Taizo Hori) released, all Famicom Fighters chars updated (Started by KingPepe2010 October 17, 2020, 07:45:04 PM
 Board: Your Releases, 1.0+

Updated most standalone Famicom Fighters characters (10-20-2020): http://mcjimmy.net/famicomfighters.html

General:
  • 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. (Applies to Simon, Thonolan and Dig Dug)
Urban Champion:
  • Minor fix on Urban Champion's nose in his portrait.
  • Fixed bug where Urban Champion would freeze on the first frame when he won the match.
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.
    

Re: Famicom Fighters (Progress Thread)

 October 20, 2020, 09:56:29 PM View in topic context
 Posted by KingPepe2010  in Famicom Fighters (Progress Thread) (Started by KingPepe2010 May 26, 2013, 09:08:14 PM
 Board: Famicom Fighters

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.
    

Re: Dig Dug (Taizo Hori) released, all Famicom Fighters chars updated

 October 18, 2020, 05:16:27 AM View in topic context
 Posted by KingPepe2010  in Dig Dug (Taizo Hori) released, all Famicom Fighters chars updated (Started by KingPepe2010 October 17, 2020, 07:45:04 PM
 Board: Your Releases, 1.0+

Updated Dig Dug to fix the following issues:
  • Being unable to summon helpers in Simul.
  • Rock Drop causing M.U.G.E.N to crash if it hit multiple targets.
Download him again from the site above.
    

Re: Character: Dig Dug

 October 17, 2020, 08:34:47 PM View in topic context
 Posted by KingPepe2010  in Character: Dig Dug (Started by KingPepe2010 June 04, 2014, 06:17:46 PM
 Board: Famicom Fighters



Download (under Standalone section): http://mcjimmy.net/famicomfighters.html

Dig Dug now has a standalone M.U.G.E.N version! He's scaled up (with a file to resize him back) and comes with his own configurable file. He's based on the most recent update of Famicom Fighters.
    

Re: Character: Mario

 October 17, 2020, 08:29:49 PM View in topic context
 Posted by KingPepe2010  in Character: Mario (Started by KingPepe2010 February 07, 2016, 07:00:24 PM
 Board: Famicom Fighters

Update for standalone Mario (10-17-2020): http://mcjimmy.net/famicomfighters.html
General Changes:
  • FCF's control scheme is changed so that A and B align with the 6-button control scheme.
  • Received damage dampener update; based around specific attacks scaling rather than the number of
    hits in a combo.
  • Mid-position hit sprites were readjusted.
  • Fire/Electric attacks now don't force the opponent to restand.
  • Priority was reworked on most attacks, being hitbox-reliant instead.
  • Upon defeating the opponent with a super, a "super finish" screen will appear with the super's
    name.
  • These following attacks have had their range increased:
    • Standing Light Punch, Standing Strong Punch, Standing Light Kick, Standing Strong Kick, Crouching Light Punch, Crouching Strong Punch, Crouching Light Kick, Crouching Strong Kick, Jumping Light Punch, Jumping Strong Punch, Jumping Strong Kick, Raccoon Tail (Light, Strong, Air)
  • High Kick startup decreased by 2 frames. (8F -> 6F)
  • Standing Hit, Crouching Hit and Popped sprites were redone.
  • Crouching hitbox was slightly increased height-wise.
  • Crouching Light Kick startup was increased by 1 frame. (4F -> 5F)
  • Most of Mario's alt palettes how use alternate victory music based on palette's origins.

Standalone-specific changes:
  • Added new config variable: Var(48) for disabling custom victory music.
    

Re: Character: Samus

 October 17, 2020, 08:25:56 PM View in topic context
 Posted by KingPepe2010  in Character: Samus (Started by KingPepe2010 June 02, 2014, 07:43:49 AM
 Board: Famicom Fighters

Update for standalone Samus (10-17-2020): http://mcjimmy.net/famicomfighters.html
General Changes:
  • FCF's control scheme is changed so that A and B align with the 6-button control scheme.
  • Received damage dampener update; based around specific attacks scaling rather than the number of hits in a combo.
  • Mid-position hit sprites were readjusted.
  • Fire/Electric attacks now don't force the opponent to restand.
  • Priority was reworked on most attacks, being hitbox-reliant instead.
  • Upon defeating the opponent with a super, a "super finish" screen will appear with the super's name.
  • These following attacks have had their range increased:
    • Standing Light Punch, Standing Strong Punch, Standing Light Kick, Crouching Light Punch, Crouching Strong Punch, Crouching Light Kick, Crouching Strong Kick, Jumping Light Punch, Jumping Strong Punch, Jumping Strong Kick, High Cannon, Low Hook
    

Re: Character: Simon

 October 17, 2020, 08:23:55 PM View in topic context
 Posted by KingPepe2010  in Character: Simon (Started by KingPepe2010 February 10, 2016, 04:48:27 AM
 Board: Famicom Fighters

Update for standalone Simon (10-17-2020): http://mcjimmy.net/famicomfighters.html
General Changes:
  • FCF's control scheme is changed so that A and B align with the 6-button control scheme.
  • Received damage dampener update; based around specific attacks scaling rather than the number of hits in a combo.
  • Mid-position hit sprites were readjusted.
  • Fire/Electric attacks now don't force the opponent to restand.
  • Priority was reworked on most attacks, being hitbox-reliant instead.
  • Upon defeating the opponent with a super, a "super finish" screen will appear with the super's name.
  • These following attacks have had their range increased:
    • Standing Light Punch, Standing Strong Punch, Crouching Light Punch, Crouching Strong Punch, Jumping Strong Punch
  • Simon's Doppelganger and Alucard palettes now use an alternate victory theme.

Standalone-specific changes:
  • Added new config variable: Var(48) for disabling custom victory music.
    

Re: Character: Urban Champion

 October 17, 2020, 08:19:32 PM View in topic context
 Posted by KingPepe2010  in Character: Urban Champion (Started by KingPepe2010 February 08, 2016, 01:25:19 AM
 Board: Famicom Fighters

Update for standalone Urban Champion(10-17-2020): http://mcjimmy.net/famicomfighters.html
General Changes:
  • FCF's control scheme is changed so that A and B align with the 6-button control scheme.
  • Received damage dampener update; based around specific attacks scaling rather than the number of
    hits in a combo.
  • Mid-position hit sprites were readjusted.
  • Fire/Electric attacks now don't force the opponent to restand.
  • Priority was reworked on most attacks, being hitbox-reliant instead.
  • Upon defeating the opponent with a super, a "super finish" screen will appear with the super's
    name.
  • These following attacks have had their range increased:
    • Standing Light Punch, Standing Strong Punch, Standing Light Kick, Standing Strong Kick, Crouching Light Punch, Crouching Strong Punch, Crouching Light Kick, Crouching Strong Kick, Jumping Light Punch, Jumping Strong Punch, Jumping Strong Kick, Low Smash, Face Breaker, Gut Punch Guard Attack, Quick Dash -> all punches, Fistul Fury, Slide Punch, Fist Fury, Sewer Brawl
  • Standing Strong Punch startup increased by 2f (6F -> 8F)
  • Active frames of Low Punch use 1 consistent hitbox (4F -> 5F)
  • Standing Light Kick startup increased by 1 frame
  • Jumping Strong Punch active frames decreased by 2 (6F -> 4F)
  • Standing Hit, Crouching Hit and Popped sprites were redone.
  • Some of Urban Champ's alt palettes how use alternate victory music based on palette's origins.

Standalone-specific changes:
  • Added new config variable: Var(48) for disabling custom victory music.
  • Moved alternative intro variable to Var(49).
  • Moved 2010 mode variable to Var(26)
    

Re: Character: Thonolan

 October 17, 2020, 08:14:12 PM View in topic context
 Posted by KingPepe2010  in Character: Thonolan (Started by KingPepe2010 June 08, 2017, 11:12:11 PM
 Board: Famicom Fighters

Update for Thonolan (10-17-2020): http://mcjimmy.net/famicomfighters.html
General Changes:
  • FCF's control scheme is changed so that A and B align with the 6-button control scheme.
  • Received damage dampener update; based around specific attacks scaling rather than the number of hits in a combo.
  • Mid-position hit sprites were readjusted.
  • Fire/Electric attacks now don't force the opponent to restand.
  • Priority was reworked on most attacks, being hitbox-reliant instead.
  • Upon defeating the opponent with a super, a "super finish" screen will appear with the super's name.
  • These following attacks have had their range increased:
    • Standing Strong Kick, Crouching Strong Kick, Air Light Kick, Air Strong Kick
  • Thonolan's Standing Light Punch active frames increased by 3F (2 -> 5)
  • Much of Thonolan's mobility has been adjusted, with a slightly shorter jump and faster walkspeeds.
    

Re: Character: Star Man

 October 17, 2020, 08:11:53 PM View in topic context
 Posted by KingPepe2010  in Character: Star Man (Started by KingPepe2010 September 23, 2017, 06:45:17 AM
 Board: Famicom Fighters

Update for standalone Star Man (10-17-2020): http://mcjimmy.net/famicomfighters.html
General Changes:
  • FCF's control scheme is changed so that A and B align with the 6-button control scheme.
  • Received damage dampener update; based around specific attacks scaling rather than the number of hits in a combo.
  • Mid-position hit sprites were readjusted.
  • Fire/Electric attacks now don't force the opponent to restand.
  • Priority was reworked on most attacks, being hitbox-reliant instead.
  • Upon defeating the opponent with a super, a "super finish" screen will appear with the super's name.
  • These following attacks have had their range increased:
    • Standing Light Punch, Standing Strong Kick, Crouching Light Punch, Crouching Strong Punch, Jumping Strong Kick
  • EX Nova Whip will now grab opponents that are hit and it can be used in the same combo with another regular Nova Whip without the opponent breaking out.
  • Some of Star Man's alt palettes now use alternate victory music based on palette's origins.

Standalone-specific changes:
  • Added new config variable: Var(48) for disabling custom victory music.
    

Dig Dug (Taizo Hori) released, all Famicom Fighters chars updated

 October 17, 2020, 07:45:04 PM View in topic context
 Posted by KingPepe2010  in Dig Dug (Taizo Hori) released, all Famicom Fighters chars updated (Started by KingPepe2010 October 17, 2020, 07:45:04 PM
 Board: Your Releases, 1.0+



Download (under Standalone section): http://mcjimmy.net/famicomfighters.html

Dig Dug now has a standalone M.U.G.E.N version! He's scaled up (with a file to resize him back) and comes with his own configurable file. He's based on the most recent update of Famicom Fighters. All other standalone characters have been updated based on said update as well.
    

Re: Famicom Fighters (Progress Thread)

 October 17, 2020, 06:17:05 PM View in topic context
 Posted by KingPepe2010  in Famicom Fighters (Progress Thread) (Started by KingPepe2010 May 26, 2013, 09:08:14 PM
 Board: Famicom Fighters

Glad to hear you enjoyed it! In regards to Ryu's and Samus' issues, I'll have those fixed up for the next update.
    

Re: Famicom Fighters: IKEMEN Edition

 October 15, 2020, 08:11:48 PM View in topic context
 Posted by KingPepe2010  in Famicom Fighters: IKEMEN Edition (Started by KingPepe2010 September 22, 2017, 06:03:27 PM
 Board: IKEMEN Releases

Update (10-15-2020):

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

Change list:
Spoiler, click to toggle visibilty
    

Re: Famicom Fighters (Progress Thread)

 October 15, 2020, 07:23:31 PM View in topic context
 Posted by KingPepe2010  in Famicom Fighters (Progress Thread) (Started by KingPepe2010 May 26, 2013, 09:08:14 PM
 Board: Famicom Fighters

The new update is finally here!:

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

Change list:
Spoiler, click to toggle visibilty
    

Re: Famicom Fighters (Progress Thread)

 October 14, 2020, 07:48:01 PM View in topic context
 Posted by KingPepe2010  in Famicom Fighters (Progress Thread) (Started by KingPepe2010 May 26, 2013, 09:08:14 PM
 Board: Famicom Fighters

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.)
    

Re: MUGEN Crashes Compilation

 August 19, 2020, 10:43:20 PM View in topic context
 Posted by KingPepe2010  in MUGEN Crashes Compilation (Started by Noctis February 22, 2016, 08:08:27 PM
 Board: MUGEN Class

In MUGEN 1.0, ParentVarAdd and ParentVarSet with no variables defined will cause MUGEN to crash without error upon selecting the character. Somehow this doesn't apply to VarSet and VarAdd (which will only do it once it loads the character into the fight and then throw a proper error.)