• All, Gmail is currently rejecting messages from my host. I have a ticket in process, but it may take some time to resolve. Until further notice, do NOT use Gmail for your accounts. You will be unable to receive confirmations and two factor messages to login.
Battle Stormer Classics

Battle Stormer Classics 2.6

No permission to download
Cool, do you think you can make a 2D side scrolling phase with minions to beat followed by this boss fight? :)
I had this idea on the past, but then I changed this to a boss rush only mechanic. Maybe for future versions.

Something I've always wanted to add on the game: healing items.
They spawn randomly every time you hit a boss, but with a low chance and a limit of 2 at same time:

- Power Up
- Life Up
- Power and Life up

All of them uses the graphics and sounds from my Avengers game :)

6xUNaUA.png
 
Wow! I think this is getting better with the boss rush only fights.

no versus fights between players

As in "no versus between players," there's only gonna be players on one side and the enemy on the other? Team battle against Bosses?
 
As in "no versus between players," there's only gonna be players on one side and the enemy on the other? Team battle against Bosses?

I mean there is no versus mode - player versus player.
OglglNA.png


You can only select:
- Arcade > 1P
- Team Arcade (single, Simul and Turns up to 4p characters) > 1P (AI controls the second player on Simul mode)
- Team Coop (2P mode, 1P controls the 1st character, 2P controls the 2nd one)
L8yVuWi.png


You can mix the options between the sides in Team mode. For example, you can chose your team as either Simul or 4P turn, but the AI uses only one :)
And yeah, you can play against two bosses at the same time, or 4 bosses in turn.
 
Starting today, we will be having a Battle Stormer Classics week, with the game been released next Saturday, September 25th!
I will update this game now because I will work on a new version, with a different name and more characters

Red Ranger vs The Joker. Features stage fatality :)

 
Starting today, we will be having a Battle Stormer Classics week, with the game been released next Saturday, September 25th!
I will update this game now because I will work on a new version, with a different name and more characters

Red Ranger vs The Joker. Features stage fatality :)


Looks pretty sweet!
 
Holy cow! I did not expect Joker to use a bunch of thugs, nor for the red Ranger to send in the Thunder Megazord as backup!
 
Thanks.
Holy cow! I did not expect Joker to use a bunch of thugs, nor for the red Ranger to send in the Thunder Megazord as backup!
Both were Zvitor's idea :)

The actual roster:
8RTtiIx.png

Playable charcters
• 1 Alisia - Alisia Dragoon - Mega Drive
• 2 Gargoyle - Gargoyles - Mega Drive
• 3 Fang - Contra Hard Cops - Mega Drive
• 4 Eric - Castlevania Bloodlines - Mega Drive
• 5 Ritcher - Castlevania Rondo of the Blood - PC Engine
• 6 Luke Skywalker - Super Star Wars 3 - SNES
• 7 Raptor - Jurassic Park - SNES
• 8 Giru - Dragon Ball - SNES
• 9 Batman - Batman - Mega Drive
• 10 Superman - Superman - Mega Drive
• 11 Spawn - Spawn - SNES
• 12 Hulk - Hulk - SNES
• 13 Captain America - Captain America and Avengers
• 14 Bakker - Double Dragon Return - SNES
• 15 Sheena - Run Saber - SNES
• 16 Robocop - Rocobop - Arcade
• 17 Foot Soldier - TMNT - Mega Drive.
• 18 Red Ranger - Power Rangers: Super Legends - NDS
• 19 Tyris Flare - Golden Axe - Mega Drive
• 20 Bren McGuire - Super Turrican - SNES
• 21 God - Actraiser 2 - SNES

The others I had plans (like Chakan, Hayabusa, etc) will be used on a new game.
 
Here is the game story intro. What are Neff's plans?
Voice Acting - Psykai (same VA of Air Man and Bass from RMM)

The game will be released tomorrow :)
 
And here is the new version of Battle Stormer Classics, an oldschool game, on a boss rush mode, featuring classics chars from classic games.


The project gameplay is very simple, far more based on platform games rather than fighting games:

• one round, no defense and no auto turn
• Two attack buttons and one special
• Some interactive backgrounds (platforms, items, breakable objects, etc.)
• Interactive lifebars, which reacts when the player was hit
• Non-playable bosses
• Characters from 16-bit systems or more

This version 2.0 features:
• 22 playable characters
• 25+ bosses / non-playable characters
• 43+ stages
• Story
• Compatible with newer Windows versions
• Non-moleboxed content

Credits:
-------------------------

Game concept & coding
1.0 - O Ilusionista & Zvitor (inspired on MDI’s Super Nostalgia Wars)
2.0 - O Ilusionista

Narrator - Psykai

Game plot - Magma MKII

Release Trailer - YourImagination

For full credits, see credits.txt

Warning: Many characters of this game has just the minimum to work inside this game and maybe look weird or not work at all if you try to use them on a regular Mugen. Some content will have standalone releases later.

========= DOWNLOAD (Windows) =========
 
There's a few things I noticed;
* Robocop seems to still have a functioning block. In addition, against Shadow Beast Kimoku, he's able to throw the boss, turning them into a glitched KFM before tossing them forward.
* Kimoku also still seems to use hi-res effects, unlike the rest of the game, making it clash a bit.
* It seems some of the Dark Ruler bosses you planned to add to the game are missing. Are they being saved for another project, or did you decide they were too cartoony?
 
* Robocop seems to still have a functioning block. In addition, against Shadow Beast Kimoku, he's able to throw the boss, turning them into a glitched KFM before tossing them forward.

Really? I will check it again.

Kimoku also still seems to use hi-res effects, unlike the rest of the game, making it clash a bit.

It's not high res, it uses transparency like on the original game. Sometimes I think I should let it as is, sometimes I think nobody should have transparency on effects.

It seems some of the Dark Ruler bosses you planned to add to the game are missing. Are they being saved for another project, or did you decide they were too cartoony?
For another project.
 
Having beaten the game as Hulk, Red Ranger, Bren, and even Goliath I have a few thoughts about how to handle future boss rush games in MUGEN:

* Some form of mercy invincibility for players; especially for the case of melee-only fighters. As bosses are stronger and more reckless than players, they can easily trap victims in a corner repeatedly, and some bosses have a penchant for it. As this isn't a traditional fighting game, and bosses can't be knocked down, mercy invincibility would be a godsend for characters to avoid repeated assaults. Combo damage by bosses would make up for it, though. Mercy invincibility should be variable based on your chosen character; so melee characters could get some sort of advantage over projectile ones. On the other hand, bosses could also have this invulnerability if they detect that they're being cheesed with repeated attacks; for example, Superman can defeat Gi-Le-Farg with four Superman Punches in quick succession, without the boss being able to dodge or counter attack.
* Including a movelist for the cast would be nice.
* I feel like the story intro should play at the start of the game, with character specific intros for each character like in older versions.
 
Last edited:
Haven't played enough to really give any useful thoughts. Tried out Tyris Flare when I had a moment, and holy crud. Got my a** kicked all over the place in the very first fight. Not sure if she's weak, it's a bad match-up, the overall difficulty needs tuning, or I just suck. Whatever the reason, I barely got a hit in and spent most of the time just getting bounced around.

DC
 
@Miru About the corner, you can use recovery roll to escape from it - just hold in any direction after you fall. But some kind of invincibility always crossed my mind (like I have in AUBF, for example).

Super Man is intended to beat bosses easily - I wanted to make a true version of him, so he and Hulk can cause serious damage with their punch. Probably I will even raise the damage done, with some cool down in some moves. This is a personal gripe I have with Hulk/Super Man in many games, including OpenBOR/ Mugen: they are far too weak.

Including a movelist for the cast would be nice.

There is one, but I haven't updated it yet: Battle Stormer Classics - Information page

* I feel like the story intro should play at the start of the game, with character specific intros for each character like in older versions.
I confess I am not sure about this yet. Still need to think about more about it.

By the way, you can keep suggesting bosses and players to the game. I will keep updating both versions (this one and the sequel), because the sequel will use bigger enemies and only long ranged characters, no more melee fighters (and the ones which are melee wlll need to have projectiles of any sort).

I still doesn't know if I will throw all Mega man X stuff I wanted inside this sequel or if I keep it as a separated game, but this would be the starting roster:
unknown-4.png

(yeah, I wanna start it small)

I am still doing some tests, because I want to add a border to make the characters blend more together:
unknown.png

And yeah, some AUBF characters will be there. I also plan to have a separated game for that content.

@DCurrent maybe a bit of all options, lol. Some chars are way harder to use against certain bosses.
 
Back
Top Bottom