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 Custom 2DFM95 Kinnikuman updated by Borewood2013 2014-11-22b

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borewood2013



Posts : 3127
Join date : 2014-08-11

PostSubject: Custom 2DFM95 Kinnikuman updated by Borewood2013 2014-11-22b   November 20th 2014, 10:38 am

This one was meant to be taking part in the MMV Madness 2014 Event, but due to my bad it lastly didn't make it unfortunately, and this is still a MMV exclusive MUGEN release of course Laughing



2DFM95 Kinnikuman: "What, me?"

-------------------------------------------------------------------------------------------------

Another small fix update as of 2014-11-22b:
- fixed the "pole and line of Kajiba (dodge/counter)" bug with Projectile attacks (reported by Zemilia)

Please download the new fix update patch Custom_2DFM95_Kinnikuman_small_fix_2014-11-22b.zip from here:  https://onedrive.live.com/?cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E!822

A small fix update as of 2014-11-22:
- removed supermovetime and pausemovetime for Terryman Helpers
- fixed the PlaySnd and StopSnd of "when the round number is not #1, when Power is full (3000/3000), "Honoo no Kinnikuman" BGM is being played"
- corrected some typo from "KDD" to "KKD" in "Custom_2DFM95_Kinnikuman_MUGEN_manual.html"

Please download the fix update patch Custom_2DFM95_Kinnikuman_small_fix_2014-11-22.zip from here:  https://onedrive.live.com/?cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E!822

-------------------------------------------------------------------------------------------------

Please read the included "Custom_2DFM95_Kinnikuman_MUGEN_manual.html' and watch the included demo videos

------------------------------------------------------------------------------------------

Online video preview (normals & specials):  https://onedrive.live.com/?cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E!825&v=3

Online video preview (supers):  https://onedrive.live.com/?cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E!826&v=3

Online video preview (KKD & misc.):  https://onedrive.live.com/?cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E!827&v=3

------------------------------------------------------------------------------------------

Kinnikuman, Go Fight!


Download 2014-11-20: https://onedrive.live.com/?cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E!109 -> Custom_2DFM95_Kinnikuman -> Custom_2DFM95_Kinnikuman_2014-11-20.zip
 for MUGEN 1.0 only.

 (Custom_2DFM95_Kinnikuman.def - localcoord = 320,240)
 (mugen.cfg - [Config] - GameWidth = 640 & GameHeight = 480)


This one was meant to be taking part in the MMV Madness 2014 Event, but due to my bad it lastly didn't make it unfortunately, and this is still a MMV exclusive MUGEN release of course Laughing


Last edited by borewood2013 on November 22nd 2014, 7:26 am; edited 10 times in total
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Trojanman704



Posts : 119
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PostSubject: Re: Custom 2DFM95 Kinnikuman updated by Borewood2013 2014-11-22b   November 20th 2014, 11:21 am

Thank you Borewood. You know I been waiting for this and just in time for the holidays. Nice!
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gui0007



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PostSubject: Re: Custom 2DFM95 Kinnikuman updated by Borewood2013 2014-11-22b   November 20th 2014, 11:25 am

Go, Kinnikuman!! cheers
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Ryuuken



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PostSubject: Re: Custom 2DFM95 Kinnikuman updated by Borewood2013 2014-11-22b   November 20th 2014, 2:26 pm

aww buddy I didn't expect this awesome released from you that's pretty nice i would say but where exactly this model come from though?
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borewood2013



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PostSubject: Re: Custom 2DFM95 Kinnikuman updated by Borewood2013 2014-11-22b   November 20th 2014, 2:40 pm

@Ryuuken wrote:
aww buddy I didn't expect this awesome released from you that's pretty nice i would say but where exactly this model come from though?

From my MUGEN FAQs:

1. What is 2DFM95 Muscle Fight?

2DFM95 Muscle Fight is a 2DFM95 by 2D BATTLE:
http://www.2dbatlle.sakura.ne.jp/

This is a 2DFM95 Muscle Fight Wiki:
http://kinnikuman.wikia.com/wiki/Kinnikuman_Muscle_Fight

This is a 2DFM95 Muscle Fight Kinnikuman move list:
http://www.geocities.jp/mongoriz_2/mf/kin.html

This is a 2DFM95 Muscle Fight Kinnikuman super move YouTube showcase:


* some cool YouTube channels that show a lot of 2DFM95 Muscle Fight stuff:
https://www.youtube.com/user/1f41e3/videos
https://www.youtube.com/user/Ichimaru60/search?query=muscle
https://www.youtube.com/user/mfmovie/videos
https://www.youtube.com/user/momamoma10/videos
https://www.youtube.com/user/csbopol/search?query=%E3%82%AD%E3%83%B3%E8%82%89%E3%83%9E%E3%83%B3+%E3%83%9E%E3%83%83%E3%82%B9%E3%83%AB%E3%83%95%E3%82%A1%E3%82%A4%E3%83%88


-----------------------------------------------------------

2. Where did you get 2DFM95 Muscle Fight sprites and sounds?

I ripped most, if not all, Kinnikuman sprites and sounds by myself, using
- 2DFM95
- my traditional half-assed "make-movies-take-screenshots-clean-images" way
- some simple basic Franken-spriting
- Audacity

-----------------------------------------------------------

3. What is your 2DFM95 Muscle Fight mugenization plan?

Since Kinnikuman is my first time trying to mugenize a 2DFM95 Muscle Fight character, if my Custom_2DFM95_Kinnikuman turns out not-so-bad then I might consider to mugenize the rest of the 8-bit FC/NES Muscle Fight cast, with 2DFM95 Muscle Fight materials:
- Terry Man
- Buffalo Man
- Wars Man
- Ramen Man
- Ashura Man
- Robin Mask
- Brocken Man

Someone has already mugenized 2DFM95 Muscle Fight Robin Mask and Brocken Jr.
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duracelleur



Posts : 128
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PostSubject: Re: Custom 2DFM95 Kinnikuman updated by Borewood2013 2014-11-22b   November 20th 2014, 4:15 pm

Cool one Borewood!
This one was called "Muscle Man" in France in the 80s.
++
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Staubhold



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PostSubject: Re: Custom 2DFM95 Kinnikuman updated by Borewood2013 2014-11-22b   November 20th 2014, 6:38 pm

Uhhh, how nice...

Will test and give feedback.
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volzzilla



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PostSubject: Re: Custom 2DFM95 Kinnikuman updated by Borewood2013 2014-11-22b   November 20th 2014, 11:11 pm

i have soooo been looking forward to this guy Very Happy while not tested yet, he looks great and has an insane amount of stuff in him. you deserve kudos just for all that hard work there.

then more for you ripping everything.

my only suggestion is that if you update him, maybe leave the videos out of the DL file? i just know it is a pretty large file to DL.
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borewood2013



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PostSubject: Re: Custom 2DFM95 Kinnikuman updated by Borewood2013 2014-11-22b   November 21st 2014, 1:23 pm

@Staubhold wrote:
Will test and give feedback.
Sure will wait for your MUGEN feedback as you are one of the best MUGEN feedback givers to me! 


@volzzilla wrote:
my only suggestion is that if you update him, maybe leave the videos out of the DL file? i just know it is a pretty large file to DL.
I see, thanks for your suggestion, well, perhaps next time I try to separate files more...... Wink

@duracelleur:
>> This one was called "Muscle Man" in France in the 80s.
Oh really?  "Muscle Man" sounds like a direct word-to-word translation I guess.....by the way, what is the real French name of his please?

@Trojanman704:
>> Thank you Borewood. You know I been waiting for this and just in time for the holidays. Nice!
Thank you too for trying out my Custom 2DFM95 Kinnikuman

@gui0007:
>> Go, Kinnikuman!!
Yes, Go Go Go!!!
Since you mentioned you like the 8-bit FC/NES Muscle Tag Fight very much, I have found a little gem for you:


This is a PC remake of the great 8-bit FC/NES Muscle Tag Fight!  It keeps classic gameplay while having some enhancement!  Get it and try it from here:  http://hp.vector.co.jp/authors/VA018739/kin_fight/


-------------------------------------------------------------------------------------------------

A small fix update as of 2014-11-22:
- removed supermovetime and pausemovetime for Terryman Helpers
- fixed the PlaySnd and StopSnd of "when the round number is not #1, when Power is full (3000/3000), "Honoo no Kinnikuman" BGM is being played"
- corrected some typo from "KDD" to "KKD" in "Custom_2DFM95_Kinnikuman_MUGEN_manual.html"

Please download the fix update patch Custom_2DFM95_Kinnikuman_small_fix_2014-11-22.zip from here:  https://onedrive.live.com/?cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E!822
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Gladiacloud



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PostSubject: Re: Custom 2DFM95 Kinnikuman updated by Borewood2013 2014-11-22b   November 21st 2014, 2:42 pm

Why don't try to use "^o^"'s Muscle Fight characters as template?
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borewood2013



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PostSubject: Re: Custom 2DFM95 Kinnikuman updated by Borewood2013 2014-11-22b   November 21st 2014, 3:04 pm

@Gladiacloud wrote:
Why don't try to use "^o^"'s Muscle Fight characters as template?

Simply because "^o^"'s are not 2DFM95 Muscle Fight compatible, many 2DFM95 Muscle Fight source game features are unsupported in his version.  2DFM95 Muscle Fight to MUGEN is almost a full-close-game work.  I guess nobody besides me cares to try to use direct 2DFM95 Muscle Fight materials to implement most, if not all the within-MUGEN-possibilty 2DFM95 Muscle Fight features...

And, I don't really need to use other people's MUGEN template when I am able to come up with my own.  2DFM95 Muscle Fight is a very unique game all by itself.  So is my MUGEN version.
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gui0007



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Location : Palhoça, Florianópolis

PostSubject: Re: Custom 2DFM95 Kinnikuman updated by Borewood2013 2014-11-22b   November 21st 2014, 7:17 pm

@borewood2013 wrote:

@gui0007:
>> Go, Kinnikuman!!
Yes, Go Go Go!!!
Since you mentioned you like the 8-bit FC/NES Muscle Tag Fight very much, I have found a little gem for you:


This is a PC remake of the great 8-bit FC/NES Muscle Tag Fight!  It keeps classic gameplay while having some enhancement!  Get it and try it from here:  http://hp.vector.co.jp/authors/VA018739/kin_fight/

AMAZING!! Thanks, really thanks bro!!
ilu
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Zemilia



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PostSubject: Re: Custom 2DFM95 Kinnikuman updated by Borewood2013 2014-11-22b   November 21st 2014, 9:41 pm

Just peeking my head here to give at least some feedback on your Kinnikuman:

-About his "throw to the ropes" move, if he does it 2 times in a row, the opponent will run towards him instead of the opposite.

-Idk if it's "forced", but if you perform "throw to the ropes" on an opponent who can't run (dash only), their sprite flickers as if they need to "run".

-After Gyudon Dance, why does "Honoo no Kinnikuman" play, even though I had a feeling it's intended to be something as a "Last resort" song.

-This bug happened:

(It had something to do with "countering" a projectile)

That's all I got for now.
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borewood2013



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PostSubject: Re: Custom 2DFM95 Kinnikuman updated by Borewood2013 2014-11-22b   November 22nd 2014, 7:12 am

@Zemilia wrote:
Just peeking my head here to give at least some feedback on your Kinnikuman:

-About his "throw to the ropes" move, if he does it 2 times in a row, the opponent will run towards him instead of the opposite.

-Idk if it's "forced", but if you perform "throw to the ropes" on an opponent who can't run (dash only), their sprite flickers as if they need to "run".

-After Gyudon Dance, why does "Honoo no Kinnikuman" play, even though I had a feeling it's intended to be something as a "Last resort" song.

-This bug happened:

(It had something to do with "countering" a projectile)

That's all I got for now.

Thanks for your testing and report!

>> About his "throw to the ropes" move, if he does it 2 times in a row, the opponent will run towards him instead of the opposite.
This shouldn't be possible because both human and A.I. have Triggers that check when P2 is being thrown to the ropes, and P2 is in the custom states StateDef's [50826,50833] P1 cannot repeat the action:
- human Triggers code:
  triggerall = command = "Throw_to_the_Ropes"
  triggerall = EnemyNear, StateNo != [50826,50833]
  triggerall = P2StateNo != [50826,50833]
- A.I. Triggers code:
  triggerall = Enemynear, PrevStateNo != [50826,50833]
  triggerall = EnemyNear, StateNo != [50826,50833]
  triggerall = P2StateNo != [50826,50833]
I even used a Trigger that checks P1 Facing must be opposite to that of P2 in order to be able to throw P2 to the ropes......
Now I am going to add the same triggerall = EnemyNear, StateNo != [50826,50833] and triggerall = P2StateNo != [50826,50833] to the "throw to the ropes" HitDef to further ensure the condition, hope it works better.
I just tried the move again, but I couldn't seem to reproduce this bug of yours with both human and A.I.
I know it will be asking too much, but if you can take some screenshots or even make movies to show me how this bug of yours happen then I will appreciate it very much.

>> Idk if it's "forced", but if you perform "throw to the ropes" on an opponent who can't run (dash only), their sprite flickers as if they need to "run".
This issue has been already mentioned in my "Custom_2DFM95_Kinnikuman_MUGEN_manual.html".
If a get-thrown-to-ropes P2 has a running animation [Action 100] (i.e. if SelfAnimExist(100) is true), then P2 uses his/her/its running animation.  But if P2's running animation [Action 100] has flaws (i.e. missing sprites, not looking like running, mis-alignments,..etc.) then there is nothing P1 can't help it.  On the other hand, if P2 lacks of a running animation [Action 100] (i.e. if SelfAnimExist(100) is false), then a custom animation is used for the get-thrown-to-ropes P2.  Such custom animation is made of only MUGEN suggested Required Sprites.  So, if P2 has broken Required Sprites then P1 can't help it either.  Actually I was thinking to use only MUGEN suggested Required Sprites for get-thrown-to-ropes non-Custom-2DFM95-Kinnikuman P2's animation but I gave up the idea because in majority a MUGEN character should have a correct running animation [Action 100].  In fact MUGEN (at least 1.0) will report debug message when a character lacks of a running animation [Action 100].  Of course MUGEN currently has no ability to check whether the sprites used in a running animation [Action 100] are correct running status, you know you can just put any sprites for an animation (i.e. "Midnight Bliss" sprites in running animation [Action 100) since there is no way for MUGEN and the characters to validate running sprites at all.

>> After Gyudon Dance, why does "Honoo no Kinnikuman" play, even though I had a feeling it's intended to be something as a "Last resort" song.
Well, it is because it plays so in the 2DFM95 source game:

* in the middle of the 2nd round please......
Also, if after Round 1 and P1 Power is full, the same BGM will be played too, same source game feature.

>> This bug happened: (It had something to do with "countering" a projectile)
Now this is a real bug! 
My bad for putting Projectile check in the ReversalDef reversal.attr = SCA, NA, SA, HA, NP, SP, HP
After a quick fix reversal.attr = SCA, NA, SA, HA it won't reverse Projectiles anymore!
But ReversalDef itself is buggy with Helpers, it is MUGEN's fault, you may want to read about it:
http://elecbyte.com/forum/index.php?topic=1662.0
http://mugenguild.com/forum/topics/hitoverride-vs-reversaldef-issue-129142.0.html

-----------------------------------------------------------------------------------

Another small fix update as of 2014-11-22b:
- fixed the "pole and line of Kajiba (dodge/counter)" bug with Projectile attacks (reported by Zemilia)

Please download the new fix update patch Custom_2DFM95_Kinnikuman_small_fix_2014-11-22b.zip from here:  https://onedrive.live.com/?cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E!822
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Midnight-Son



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PostSubject: Re: Custom 2DFM95 Kinnikuman updated by Borewood2013 2014-11-22b   November 24th 2014, 9:59 am

talk about a blast from the past, I used to get sneek peeks of this show in some of my old VHS tapes, while not that particularly old, we usually bring up & celebrate things much older, ive completely forgotten about this while still remembering older things
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Custom 2DFM95 Kinnikuman updated by Borewood2013 2014-11-22b
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