72dpiarmy

Projects => ideas, brainstorming, stuff => Topic started by: KingPepe on March 29, 2011, 10:31:16 AM

Title: NES/Famicom 2D Fighting Game
Post by: KingPepe on March 29, 2011, 10:31:16 AM
Ok so this is something I've had in my mind for a while now...

Ever since Super Mari War 5, I've been thinking about making an fighting game involving NES characters. Just a normal 2D fighting game like Street Fighter II, King of Fighters, etc. and none of this SSB bull crap. Only one character from any series (including unlicensed, yes that means I could include someone from the Cheetahmen) would be in it with a helper (or more then one for only certain characters) that can be summoned that is under the same publisher. (EX: Mario able to summon Luigi during battle. Urban Champion can summon Little Mac during battle.) I'm only sticking with JUST the NES/FC games themselves. No SNES, Genesis, any of the other consoles. (Maybe some of the accessories for the NES console such as R.O.B. and Zapper might be used). The only characters I won't include would be any ROM hacks (pirated or not; EX: Somari could be in but not Sonic from Sonic 3D Blast 5 due to Somari being the first one) and games based off of any media. (TV Shows, movies, etc. although references in moves can still be made. Characters who aren't based off of the media where the game was released elsewhere can be in though (EX: Spartan X, was released as Kung Fu in America which distanced itself from the movie).

The engine I was planning on using is MUGEN 1.0 (the newer, better, much more stable one). I really don't like the idea of using Game Maker and I can't really start it from scratch. (If I knew C++, I would). For stages, they would use the original music and maybe the menu and select screens can use original music. (Although I prefer the music to be using an already existing sound engine such as Capcom, Konami, Hummer Team, etc. I prefer it be made with Famitracker and not any of the fake 8-bit crap).
Title: Re: NES/Famicom 2D Fighting Game
Post by: Blasted Landmark on March 29, 2011, 05:02:04 PM
Sounds nice.
But I feel its just adding characters and stages to a MUGEN and changing the music files instead of brand new game. I do like the idea though.

I have some questions:

-If it goes live, will it include fan made content? Or will you add the characters yourself?
-Non-NES characters can be allowed if their sprites are reduced to 8 bits?
-What will happen if you manage to remake it for the C++ coding?
-Do you have a limit for Characters, stages, modes, etc?


That's all. I recommend making it as much balanced as possible in terms of memory consumption and load times.
Title: Re: NES/Famicom 2D Fighting Game
Post by: KingPepe on March 29, 2011, 05:35:47 PM
Well the point of MUGEN was to be a whole fighting engine itself not some "slap characters in and watch them fight" crap. Besides, all these characters are being made from scratch (...well except sprites of course)

About the questions:
1. I doubt there would be any fanmade content added. I would hate to see what horrible thing someone would slap in there. (If they really want to make a character, they should just make one for MUGEN anyways)
2. Heck no. I already mentioned:
Quote
I'm only sticking with JUST the NES/FC games themselves.
(Although 3 bosses I had in mind will probably be using moves from their original games (since they were pirated ports) just to make up for the lack of moves they have)
3. ...well, it'll be using a more original engine of course. Maybe I can change the menu up a bit and such but other then that, the MUGEN engine pretty much covers a ton of stuff.
4. Well I do have a 48 character roster in mind (well, the playable characters) but when it does come to making it, I'll see where it'll go. Probably less or more. Stages will only be limited to the characters in the games.
Title: Re: NES/Famicom 2D Fighting Game
Post by: MSX on October 09, 2011, 07:22:12 PM
How's it going?
If you need any help just contact me, I'd be glad to help you out.
Title: Re: NES/Famicom 2D Fighting Game
Post by: KingPepe on October 12, 2011, 10:45:28 AM
...damnit, cat's out of the bag now I guess.

Ok I've been working on a project like this. I made this topic to see if anyone on 72dpiarmy would actually be interested but MSX decided to blow it. (Although I really need people to help out so eh, I guess it's not that bad.). Would anyone here actually like to help out with this? (also if you're going to give me ideas, give me something good. If you're giving me a character idea, give me a moveset and details on how the character will play. Also I need combo ideas, extra basic moves (like power charge), etc.)
Title: Re: NES/Famicom 2D Fighting Game
Post by: MSX on October 13, 2011, 07:54:51 AM
Ofcourse we would help you out!
Title: Re: NES/Famicom 2D Fighting Game
Post by: MC Jimmy on January 15, 2012, 12:32:40 AM
Quote from: KingPepe
For stages, they would use the original music and maybe the menu and select screens can use original music. (Although I prefer the music to be using an already existing sound engine such as Capcom, Konami, Hummer Team, etc. I prefer it be made with Famitracker and not any of the fake 8-bit crap).
Sorry if this is a very late notice and bump, but if you still need this I wouldn't mind helping!

If you want to hear some examples of stuff I made in famitracker:
http://www.youtube.com/watch?v=5LrGdnaoTlE (http://www.youtube.com/watch?v=5LrGdnaoTlE)
http://www.youtube.com/watch?v=PKMhUT_Ityc (http://www.youtube.com/watch?v=PKMhUT_Ityc)
http://www.youtube.com/watch?v=sk6_4HQXE5w (http://www.youtube.com/watch?v=sk6_4HQXE5w)
http://www.youtube.com/watch?v=sDXLoP0XzQo (http://www.youtube.com/watch?v=sDXLoP0XzQo)

Or look in the megaman 72 forum!
Title: Re: NES/Famicom 2D Fighting Game
Post by: KingPepe on January 15, 2012, 11:27:03 AM
...wow I just realized how badly worded that was. Let me fix that.

For stages, they would use a track that originally came from one of their games (although there are exceptions which will probably be redone). All of the non-stage music will also be done from scratch as well. (Although I prefer the music to be using an already existing sound engine such as Capcom, Konami, Hummer Team, etc. I prefer it be made with Famitracker and not any of the fake 8-bit crap).

But yeah, I still need someone who is good with music though so you can help if you want.
Title: Re: NES/Famicom 2D Fighting Game
Post by: KingPepe on April 14, 2012, 03:40:07 PM
Sorry for the double post but here's a short video of what I have so far for the characters:
http://www.youtube.com/watch?v=-vAid6EqSsA (http://www.youtube.com/watch?v=-vAid6EqSsA)
Title: Re: NES/Famicom 2D Fighting Game
Post by: MC Jimmy on April 14, 2012, 08:46:58 PM
Very nice work so far. Those animations seem very fluid.
Title: Re: NES/Famicom 2D Fighting Game
Post by: Kabukiguy on July 07, 2012, 05:41:37 AM
Might as well post this here.

http://code.google.com/p/famicomfighters

(http://img513.imageshack.us/img513/6522/32626741.png)

Project HQ, has latest build for testing, as well as information on different aspects of the game!

I currently work as a spriter for the project, in case you all are wondering.
Title: Re: NES/Famicom 2D Fighting Game
Post by: Tanuki on July 07, 2012, 10:47:03 AM
really neato

pause menu seems a little bit clunky at times though with that fade in, I think

I absolutely love the flag mario victory animation by the by, excited and anticipating to see the rest of the roster come to life!
Title: Re: NES/Famicom 2D Fighting Game
Post by: KingPepe on April 20, 2013, 10:42:06 AM
New build is here! (http://code.google.com/p/famicomfighters/downloads/detail?name=Famicom%20Fighters%204-20-13.zip&can=2&q=)
Title: Re: NES/Famicom 2D Fighting Game
Post by: KingPepe on May 18, 2014, 11:52:36 AM
Might as well post the latest build can be found here (now with more Mega Man): http://www.mediafire.com/download/0qgitodiqd3dinl/Famicom_Fighters_(1-14-14_FIX).zip

Video on Samus who will appear in the next update:
https://www.youtube.com/watch?v=0D42aJqY4Ec

And a screenshot with Dig Dug:
(http://i.imgur.com/U94dHoU.png)
Title: Re: NES/Famicom 2D Fighting Game
Post by: KingPepe on December 07, 2014, 07:40:00 PM
UPDATE TIME:
(http://i.imgur.com/PuROh2e.png)
http://famicomfighters.mcjimmy.net/Famicom%20Fighters%20-%2012-7-2014.zip (http://famicomfighters.mcjimmy.net/Famicom%20Fighters%20-%2012-7-2014.zip)

Changes:
   
System
--------
-Menu, character select and VS screen overhauls.
-OH MY GOD THERE'S VICTORY QUOTES
-Everyone now has AI.

Characters + Stages (there's probably a lot of balance changes for the characters I might've missed)
--------
(General)
-Samus has been added as well as her stage.
-Dig Dug's stage has been added as well as one more extra stage...
-Power Charge sound has been changed.
-Characters will flash during invincibility frames.

(Mario)
-Knock back decreased on Fireball.
-Raccoon Tail has an active frame and travels faster.
-EX Racoon Tail should not be able to release a caught opponent.
-Hammer Wreck juggles better and can destroy special projectiles.
-Multistomp's command window is tighter if you try pressing A+B when the Stomp connects but you can hold A+B during Stomp's jump and if it hits, it'll activate.


(Urban Champion)
-Wider jump arc
-Standing Strong Punch, Crouching Hard Punch, and Crouching Light Kick startups were decreased
-Crouching Light Kick has a slightly larger hitbox.
-Jumping Kicks have a slightly longer hitstun, Jumping Strong Kick has less knock back.
-Quick Dash (Punch version) is invincible to projectiles and throws during the beginning of the move.
-Quick Dash (Kick version) travels slightly less distance and shouldn't pass through opponents now.
-Dash Punch can punch through special projectiles.
-Power Launcher sends the opponent a little less higher up.
-Power Charge gains a little less power.
-Guard Attack has UC doing a high punch.
-A 2nd dodge can be preformed by hitting back twice during Counter Attack. You can still do a projectile-invincible dash during the 2nd dodge.
-Fistful Fury's hitboxes (both normal and non-EX) extend to the ground (can't dodge this, Mario)
-Fixed a gltich with Scapegoat where UC would get hit during the super pause animation.
-Sewer Brawl is invincible all the way if you land a successful punch and it juggles better.

(Simon)
-Forward dash travels less distance, backwards dash is slower
-Standing strong punch has more recovery
-Guard attack was changed into a hop kick.
-Dagger Toss has more startup and recovery, dagger's knockback is less.
-Backflip (both normal and EX) startup was decreased
-Whip Swing has increased startup and recovery. Can now hit Mario while crouching, can bypass Mega Man's Star Crash and can hit projectiles properly. Hitting with the tip of the whip can knock an opponent down and do more damage.
-Holy River now only spawns 4 flames but can be canceled from Dagger Toss.
-Medusa's Wrath will only spawn Medusas from behind Simon
-Kid Dracula throws out two fireballs and his crouch summon attack has less startup.

(Mega Man)
-Crouching Strong Punch now launches opponents into the air.
-Startup increased in normal Mega Buster, shots do less knockback.
-Can't use Mega Buster when the Star Crash projectile is on screen and vice versa.
-Startup decreased on Star Crash but the stars themselves can be destroyed by super projectiles before being fired.
-Level 3 starts up 3 frames faster, invincible for the startup
-Protoman shoots 3 bullets per jump in the stand summon. During his crouch summon's entrance, he automatically appears.
Title: Re: NES/Famicom 2D Fighting Game
Post by: KingPepe on December 11, 2014, 11:24:33 PM
Updated to include a few bug fixes:
http://famicomfighters.mcjimmy.net/Famicom%20Fighters%20-%2012-11-2014.zip

Mario
------------
Luigi's fireball does not go invisible/change colors after Luigi leaves the screen.
Cannot be interrupted during his Level 3 if it connects.

Urban Champ
------------
EX Fists of Fury now requires meter

Samus
------------
Cannot be interrupted during her Level 3 if it connects
Pit standing summon attack takes the correct amount of power now.

Mega Man
------------
Firebrand crouch summon now takes meter
Elec Beam does not screw up with Urban Champion on kill
Title: Re: NES/Famicom 2D Fighting Game
Post by: KingPepe on April 01, 2015, 08:23:35 AM
(http://i.imgur.com/f2UFY6j.png)
Hello 72dpiarmy! Today I bring new release of Famicom Figiters. This version brings new features such as:

70 PEPOLES TO EXCHANGE BLOWS WITH!
(http://i.imgur.com/xTBJ1Gx.png)

We have also changed the game to give you new battle experiences!:
(http://i.imgur.com/rRItDYy.png)

Even has new pepoles like Bomb, Ryu and Dig Dug!:
(http://i.imgur.com/TvbeU5n.png)

If you want to play, here is link:
https://www.mediafire.com/?dldfty3mdv2d9md

Thank you and have nice day!
Title: Re: NES/Famicom 2D Fighting Game
Post by: Tanuki on April 01, 2015, 10:54:45 AM
Install it 4 times into differently named folders for the ultimate multicart experience :3
Title: Re: NES/Famicom 2D Fighting Game
Post by: KingPepe on May 09, 2015, 02:20:46 PM
Oh hey, a video on Bomberman's moveset!
https://www.youtube.com/watch?v=-KB62de86v8
Title: Re: NES/Famicom 2D Fighting Game
Post by: MC Jimmy on May 18, 2015, 08:13:45 PM
If you are interested in the song here you go guys:

Beat Down Bomber (https://mcjimmy.bandcamp.com/track/beat-down-bomber)
Title: Re: NES/Famicom 2D Fighting Game
Post by: KingPepe on February 06, 2016, 10:38:56 PM
oh hey is that a new build
(http://i.imgur.com/tm5nH1o.png)
http://famicomfighters.mcjimmy.net/Famicom%20Fighters%20-%202-6-2016.zip

System
--------
-Team modes, watch modes, survival moves have been brought back.
-Tag teams in Simul (check character's pause menus for commands regarding this)

Characters + Stages (there's probably a lot of balance changes for the characters I might've missed)
--------
(General)
-Ryu and Bomberman have been added; Bomberman's stage has been added.
-Pause menu layout has been completely revamped
-Basic attack knockbacks have been altered, light basics in general have been slowed down.
-During a neutral jump, it's possible to make your character move forward or backward by double tapping a direction. (although Simon doesn't get this now)

(Mario)
-Standing and crouching strong punch animations were changed; crouching strong punch now has more reach
-Raccoon Tail travels slower but Mario moves the instant he preforms it.

(Mega Man)
-Metal Blade (Ground version) doesn't knock the opponent up so high.

(Simon)
-Knife Toss is slower overall
-Whip Swing is slower overall

There's probably way more bug fixes and minor changes I had to do for these characters but I didn't do such a good job keeping track of those...
Title: Re: NES/Famicom 2D Fighting Game
Post by: KingPepe on April 01, 2016, 09:28:39 PM
(http://i.imgur.com/reCzu4k.png)
Hello 72 dpiarmy! My new version of the Famicom fighter for you! It is in the original such a huge step forward!

We provide you with more fighting warrior!
(http://i.imgur.com/xQmuJw2.png)
We have completely redone graphics!
(http://i.imgur.com/J1mhDpS.png)
We have also improved the overall wrestling system!
(http://i.imgur.com/RCIOC09.png)
Please enjoy the fight experience!
http://famicomfighters.mcjimmy.net/Family%20Fighters%203%20Special.zip
Title: Re: NES/Famicom 2D Fighting Game
Post by: KingPepe on August 07, 2016, 06:27:31 PM
HOLY CRAP A NEW BUILD
Download here (https://james-calocerinos.squarespace.com/fcf)
(http://i.imgur.com/g7fFn5i.png)

Change list here:
Spoiler
System
----------------------
-Game now uses a consistent NES palette (with a combination of Nesticle's and Nestopia's YUV colors). Originally, the colors were a bit all over the place and were used from different interpretations of the NES palette.
-Helper system has been reworked:
--In order to summon a helper, all you need now is helper meter. The cooldown bar has been reworked into a normal helper meter bar. Helper meter charges similarly to the power meter. (Which also means EX/Super moves will not grant you helper meter) Different summons will vary on hwo much helper meter they take.
--The amount of hits helpers will take vary between each helper instead of a consistent 3 hit points.
-Simul/Tag mode got a bit of an overhaul:
--Select + a will switch characters
--Select + a will switch characters if you're in a middle of an attack; this costs half a meter bar. The switch will occur REGARDLESS of who is on screen. (So if you're off-screen, you can force this switch)
--Select + b will switch chararcters during a super. The switch will occur REGARDLESS of who is on screen.
--A+B will let you call out for a switch for your partner. Your partner will then switch when they believe it's safe.
--Your partner will not preform any switches unless you force one or call for one.
-After the intros finish, there's a 3 second countdown for choosing your helper.
-Two new stages: Pro Wrestling's wrestling ring and the Training Stage (Based on Joy Mech Fight's manual stage. Some of you may have noticed the Train.ogg file in the sound folder going unused for so long and this is what it was for)

Characters
----------------------
-EX move commands have been changed so you press A+B instead of Select + A/B. This has caused some changes with certain character's commands. (Look below)
-With the exception of Mario, all character's crouching hitboxes have been shrunk height-wise
-A proper juggle system has been added. It basically works like this:
--Each attack will increase the counter by 1. Attack types have their own number that needs to be higher than the juggle counter in order to land. (Starts with light attacks at 3 and increases to command basics (varies between 4 and 5), strong attacks (5) and then specials (6))
--Supers will always land but will generally not let you juggle afterwards. Helpers do not add to the juggle count and they follow super attack's requirements)
-Fixed an issue where super attacks would count toward the damage dampener.

Mario:
-New move: Flame Launch and Hammer Toss (EX version) - B, DB, D, DF, F, a (or a+b).
--Flame Launcher lets Mario charge up a bigger fireball and then slam it on the ground, making it rise up-forwards.
---Hammer Toss has Mario tossing a hammer which arcs back down.
-High Kick launches aired opponents higher.
-EX Fireball and EX Raccoon Tail launch the opponent higher up. EX fireball also absorbs hits properly now. (despite how many hits it does on the opponent, it can only absorb 2 hits)
-EX Stomp results in Mario using a Kuribo Shoe.
-Ultimate POWer is different animation-wise.
-Luigi goes down in two hits but will shrink after the first hit.
-Kirby's inhale will cause him to actually catch the opponent in his mouth and spit him out as a star. When the opponent hits the wall, they turn back and bounce off.
-Link can take 5 hits before going down.

Urban Champion:
-Fistful Fury (and it's EX variant) use a new command: B, DB, D, DF, F, b (or a+b)
-The punch preformed during Dodge does not knock down, leaving Urban Champ closer to the opponent.
-The dash during the dodge is now Urban Champion preforming a spin and throwing a punch.
-Scapegoat has a special animation if the police car defeats the opponent.
-Urban Champion (2P) can take five hits before going down.

Samus:
-New moves: Maru Mari (a+b while holding forwards or backwards), Knee Smash (UF, b while in the air), Cannon Smash (has EX variant; B, DB, D, DF, F, a/b (or a+b))
--Maru Mari has Samus roll forwards or backwards. This can let her dodge high attacks and projectiles.
--Knee Smash is Samus's old air light kick but she launches farther.
--Cannon Smash has Samus do a dash forward and swing her cannon at the opponent. This knocks down but is only safe at max ranges. The button pressed determines how far she goes.
---EX version travels farther, projectile invulnerability, and Samus can hit mid-dash.
-Received new sprites which makes her taller which results in the following:
--Taller hitbox
--More range on basics
-Strong Punch when chaining is a normal hook which lets Samus hit lower.
-Air Light Kick has Samus preform a downward kick that can hit deep. (However, she still can't chain into Air Strong Kick)
-High Missile and Low Missile are now considered one move (Missile Shot) with two variants. This means two things:
--Air Missile Shot can be done by pressing either A or B. (the height they're shot at still remains the same)
--EX version shoots the high freeze beam by default. If you hold down while pressing a+b, Samus will preform the low version.
-Takamaru can take four hits before going down.

Mega Man:
-New commands:
--Metal Blade/Shadow Blade: F, D, DF, b (or a+b)
--Charge Kick: B, DB, D, DF, F, b (or a+b)
-New move: Turn Kick (Back, Kick)
--Old strong hard kick but with bit more range but doesn't hit nearly as high.
-Standing Strong Punch and Air Strong Punch (in a chain) use different animations.
-Forward + kick has Mega Man jump and preform a top spin.
-Crouching strong punch has Mega Man slamming a Napalm Bomb onto the ground which explodes. This has more range but if the opponent is within the range of the move's original range, they will take more damage. (as they get hit by the Napalm Bomb being thrusted at their feet)
-Rushdown has less shots being fired about before the final charge shot.
-Protoman can take five hits before going down.
-Firebrand can take four hits before going down.

Simon:
-Now has palette seperation
--New 6th palette: Captain N Simon
-Buffering charge moves has been redone; Spawn of Death should be easier to preform.
-Medusa's Wrath uses a new animation but also has a longer startup before the Medusa heads appear.
-Spawn of Death uses a new animation.
-Skeleton will spawn where Simon is and not behind the wall Simon is facing away from.
-Getsu Fuma takes five hits before going down.

Bomberman:
-EX Bombs Away throws a high bomb close and a low bomb farther by default. Holding down before pressing a+b switches the bombs around.
-Lode Runner takes two hits before going down.
-Black Bomberman takes four hits before going down.

Ryu:
-EX Jump and Slash will do a high jump by default. Holding forwards while pressing a+b will make Ryu jump forward with projectile invincibility instead.
-Fixed an issue with the AI where they will stick to the wall.
-Mighty Bomb Jack takes four hits before going down.

Now, to work on more interesting things:
(http://i.imgur.com/1wVHRul.png)
Title: Re: NES/Famicom 2D Fighting Game
Post by: Felix-The-Ghost on September 29, 2016, 10:25:50 PM
Do you have a Youtube channel?
Title: Re: NES/Famicom 2D Fighting Game
Post by: MC Jimmy on November 20, 2016, 03:46:21 PM
Do you have a Youtube channel?
https://www.youtube.com/user/FamicomFighters
Title: Re: NES/Famicom 2D Fighting Game
Post by: Felix-The-Ghost on November 21, 2016, 11:22:40 AM
OMG, I may have been pronouncing your name incorrectly all my life.

Is it King "peep" or King "peh pay"

Serious question.   :-[
Title: Re: NES/Famicom 2D Fighting Game
Post by: KingPepe on April 28, 2017, 12:23:08 PM
It's pronounced "peh pay" btw.

Look who's finally here!
https://youtu.be/NyG0JIsxjrQ

Download: http://mcjimmy.net/fcf

Changes:
Spoiler
(There might be some other changes in this build I forgot because it's been so long)
System
----------------------
-New stages: Abord The Ship (Kick Master, Thonolan's stage) and an extra stage...
-Added the team commands to the controls menu that were added in the last update. (oops)

Characters
----------------------
-Dig Dug has finally been added.
-All special moves can be done by pressing punch or kick now. Some moves got new variations because of this.

Mario:
-Fireball: Kick variant has Mario throw a fake fireball out.
-Raccoon Tail:
--Punch: Travels shorter and is safer but does less damage. In the air, it's the same as the default.
--Kick: On ground, it's the same as default but the air version travels farther.

Urban Champion:
-Some new sound effects were added to his special moves.
-Rising Upper: Punch version is similar to the default but it has a more shoryuken-ish motion and a bit less range. Kick version has slide forward and then do a straight-up uppercut.
-Fistful Fury (New command: Forward, Down-Forward, Down, Down-Back, Back, Punch): Punch version is the same as default but does not knock down. Kick version does more damage and knocks down but can't be super cancelled and is more unsafe.

Samus:
-Screw Attack: Punch version travels less distance, jumps shorter and does only 3 hits.

Mega Man:
-Charged Shot: Kick version has Mega Man walk forward for a bit and then unleash a shot. Can't be comboed into but can still be super cancelled out of.
-Charge Kick: Punch version doesn't travel as far.

Simon:
-Dagger Toss: Kick version has a delay on the start-up and a slightly shorter recovery time. Can't be comboed into but can still be super cancelled.
-Backflip: Punch version does a shorter backflip that goes farther back.
-Fixed an issue where Holy Flame could only be done by holding Down-Back and then pressing Forward + A

Bomberman:
-Air Strike: Punch version retains the invincibility and travels less distance. Kick version travels farther than the default did but drops the distance. Both moves have got their damage nerfed slightly.
-EX Air Strike: Gains invincibility.
Title: Re: NES/Famicom 2D Fighting Game
Post by: Felix-The-Ghost on April 28, 2017, 03:26:55 PM
It's pronounced "peh pay" btw.

Finally some closure! I've been saying it incorrectly this entire time -_-

Look who's finally here!
https://youtu.be/NyG0JIsxjrQ

Nice job on DD :)
Title: Re: NES/Famicom 2D Fighting Game
Post by: mapsking on July 21, 2017, 11:18:16 PM
How's this coming along?  I'd like to play it, but the website seems to be down.  Anyone have an alternate link or mirror they can upload?
Title: Re: NES/Famicom 2D Fighting Game
Post by: Felix-The-Ghost on July 28, 2017, 10:06:09 PM
Looks like Jimmy didn't pay his bill
Title: Re: NES/Famicom 2D Fighting Game
Post by: KingPepe on July 30, 2017, 01:06:26 AM
Ah shit, I'm sorry about that.

Here is the latest: https://www.dropbox.com/s/zor7514qwk7kory/Famicom%20Fighters%20-%205-29-17.zip?dl=0
Title: Re: NES/Famicom 2D Fighting Game
Post by: KingPepe on September 22, 2017, 12:52:10 PM
Thonolan has arrived with his great kicking skills!
https://www.youtube.com/watch?v=B92GOA1Wp8M
Downloads:
MUGEN: https://www.dropbox.com/s/841irzo2w6icc4m/Famicom%20Fighters%20-%209-22-2017.zip?dl=0
IKEMEN Multiplayer version: https://www.dropbox.com/s/9myl5v2w0fqgd8l/Famicom%20Fighters%20%28IKEMEN%29%20-%209-22-2017.zip?dl=0

We also have a Discord server now!: https://discord.gg/XUUWb46

Change list:
Spoiler
System
----------------------
-Hard knockdowns are now implemented. (Knockdowns that you are unable to quick rise out of) These are caused by sweeps, grabs, aerial basic attacks that shove aired opponents back into the ground and super attacks.
--Quick Rise is now mentioned in the controls menu.
-Pause menu fades in and out much faster
-During Turns mode, every new character that appears in a match can choose their helper.
-Victory quote screen now has a fanfare thanks to MC Jimmy!

Stages
----------------------
-New stage: New Junk City from Earthworm Jim 3. (Uses the remix from Family Fighters 3 Special, thanks brightentayle!)
-Wrestling Ring stage's music has been remixed thanks to MC Jimmy!

Characters
----------------------
-Thonolan and Star Man have been added.
-The first bonus stage in Famicom Fighters: Hit the Spinies!
--In order to win, you're required to hit half of the spinies the Lakitu throws out.
--In survival mode, the bonus stage WILL end your streak if you're past round 5 if you don't hit all the spinies.
-After landing from a dash, your character automatically gains control. Everyone's dash speeds have been altered due to this.
-Characters with broken switch-in attacks have been fixed.

Mario:
-Hitbox height on High Kick and Brick Breaker has shrunk a bit.

Urban Champion:
-Head Smash requires the player to hold Up in order for it to come out.

Samus:
-Level 3 has been changed; Samus preforms a launching knee attack instead of shooting freeze beams. Samus is invincible when he rises upwards.

Dig Dug:
-Standing Light Punch has more range.
-Standing Light Kick has more range, is now +10 on hit and +2 on block
-Standing Strong Kick's hitbox height has been shrunk, making Dig Dug a little harder to stuff.
-Crouching Light Punch has been reworked, it does more damage and has more range but comes out slightly slower. It's also now +4 on hit and +2 on block.
-Crouching Light Kick has more range.
-Jumping Light Kick has been changed so it's a deep jump-in. It still retains its cross-up properties.
-Earthquake has less startup frames. (2 instead of 5)

Ryu:
-Jump and Slash's damage has been nerfed. (30 per hit instead of 35, 90 total instead of 105)
Title: Re: NES/Famicom 2D Fighting Game
Post by: KingPepe on September 24, 2017, 08:15:48 PM
New patch because I screwed up with the bonus stage like an idiot.
https://www.dropbox.com/s/ubskeg7wuai12v8/Famicom%20Fighters%20-%209-24-2017.zip?dl=0
Puts the bonus stage back on the roster (so you will actually encounter it in arcade and survival mode although it's hidden away from the main roster) and fixes up some text. (Lakitu's message text mentioned a timer which isn't utilized and Thonolan's Knee Drop mentions you have to be descending in the air to use it)