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 Rurouni Kenshin Mugen Project

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Aoshi24

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PostSubject: Re: Rurouni Kenshin Mugen Project   Sun Mar 09, 2014 6:54 pm

Usui is definitely planned for the future. If not, who will Saito kill? lol
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3stars

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Location : The Poker Room

PostSubject: Re: Rurouni Kenshin Mugen Project   Sun Mar 09, 2014 9:55 pm

is there anyone else from the jinchuu arc that you're planning to make aside from enishi?
gein would be nice, kinda hard to think of a good base for him though. how about hiko? is he included in the roster?
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Aoshi24

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PostSubject: Re: Rurouni Kenshin Mugen Project   Mon Mar 10, 2014 10:47 pm

I am planning to make Gein (not Iwanbo version) and maybe Mumyoujin (the guy that looks like venom). I'm on the fence with creating Hiko though.
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Aoshi24

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PostSubject: Re: Rurouni Kenshin Mugen Project   Thu Mar 13, 2014 3:47 pm

Here is another video showcasing the capabilities of the Kenki system in combos. This also shows Okita Souji's progress (95% done) which will be released sometime next week. All I need to do now is add slash effects and AI!

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Aoshi24

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PostSubject: Re: Rurouni Kenshin Mugen Project   Wed Mar 26, 2014 6:23 pm

Here is a preview of Shinsengumi Saito's victory clip.  Shinsengumi Saito will be a full-game exclusive character and will not be available as a separate download for MUGEN.  The shinsengumi version will not have the gatotsu zeroshiki but he will have more hyper moves, different basic attacks, and more grappling options. A gameplay preview video coming soon..

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PostSubject: Re: Rurouni Kenshin Mugen Project   Mon Mar 31, 2014 1:23 pm

looking pretty good Smile
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Aoshi24

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PostSubject: Re: Rurouni Kenshin Mugen Project   Thu Apr 10, 2014 5:04 am

Thanks man! Smile

Here is a preview of the beta version of Shinsengumi Saito.


As you can see the sprites need a little bit of editing. Also, this version will have some different specials/hypers from the police officer version.
Here is the movelist at the moment:

=======================================================================
Special Attacks
=======================================================================

Hakuroujin               a+x
body slam                b+y (close)
air body slam           b+y (close on the air)
Hiratsuki                  c+z
Gatotsu takedown Charge B,F, a/b/c
Gatotsu ishiki low      Charge B,F, x
Gatotsu ishiki middle   Charge B,F, y
Gatotsu ishiki high     Charge B,F, z
Gatotsu nishiki         D,DF,F x/y/z (on the air)
Gatotsu sanshiki        Charge D,U, x/y/z          
Gatotsu air takedown    Charge D,U, a/b/c          


======================================================================
Desperation Attacks
======================================================================

*Gatotsu Nishiki +       D,DF,F, x+y (on the air)
*Gatotsu Sanshiki +      D,DB,B, x+y
**Sai Gatotsu low   D,DF,F, a+b
**Sai Gatotsu mid   D,DF,F, a+c
**Sai Gatotsu high   D,DF,F, b+c
**Honki No Gatotsu       D,DB,B, a+b (while guarding)
======================================================================
*    need Power Level 1 or more
**   need Power Level 2 or more
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Aoshi24

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PostSubject: Re: Rurouni Kenshin Mugen Project   Wed Apr 16, 2014 5:39 am

Here is a preview of the character select screen for those who are curious about the roster. Thanks!

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PostSubject: Re: Rurouni Kenshin Mugen Project   Wed Apr 30, 2014 5:48 pm

Here is a playthrough with the beta version of Shinsengumi Saito. You'll notice an improvement in the image quality of the screenpack thanks to RGB support of 1.1. It also shows his new desperation move, the True Gatotsu, which replaces Gatotsu zeroshiki.

Thanks and enjoy!

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PostSubject: Re: Rurouni Kenshin Mugen Project   Mon May 12, 2014 3:17 am

Here are 2 comparison screenshots of Warner's Shishio sprites vs DanMT's edits.  At the moment, I am coding the moves with Warner's sprites but it will eventually be replaced with DanMT's edits whenever he is finished.  Progress video coming soon...

Thanks to both for making this possible!

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PostSubject: Re: Rurouni Kenshin Mugen Project   Wed May 21, 2014 5:16 am

Here is a preview video of the alpha version of Shishio Makoto. As you can see, we still have a long way to go.  

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PostSubject: Re: Rurouni Kenshin Mugen Project   Tue Jun 10, 2014 5:01 am

Here is another look at the alpha version of Shishio Makoto. Sprites are still being remade as we speak.

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PostSubject: Re: Rurouni Kenshin Mugen Project   Fri Jun 13, 2014 9:12 pm

Great news to all Jinei fans!  A fan by the name of Karasu Arejandro wanted to contribute to the project and so now I found a great spriter for Jinei.  Here is a sample.

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At the moment, he is working on basic sprites like idle, movement, and get-hits.  There is no time line as of now since I am still busy with Shinsen Saito and Shishio.  Although, there is a chance that I will work on Jinei before Misao in the future. Let me know what you think. Thanks!
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PostSubject: Re: Rurouni Kenshin Mugen Project   Tue Oct 14, 2014 3:23 pm

Hey all, I know it's been awhile since my last update. Now that I'm back here are a couple of gameplay videos for Shishio beta version.  





The 2nd video shows his "Observe & Learn" special. Like in the manga, he can learn any opponent's attacks and if successful, he can easily counter them during guard states.  A maximum of 5 moves can be "learned".  This move is similar to Black Polnareff's Anubis Memory move in Jojo's Bizarre Adv game.
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PostSubject: Re: Rurouni Kenshin Mugen Project   Mon Dec 22, 2014 5:44 am

Here is the latest update video on Shishio Makoto:


What's left?
- 2 more basic attacks
- 8 levels of AI
- "Limit Break" Mode/ Boss Mode
- Sprite refining
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