Punisher : World Warzone (Discussion)

ELECTRO said:
@Ilusionista & Miru  I usually start off by trying to make every character playable. It's just a matter of can I find the time to make new sprites. If you really wanted to you can change the position of the non-playable character to show up on the screen & actually play with them. They just might be missing some kick buttons. ;)

Jeremiah Cuff  I'll take a look at her sprites & see what's up. If it's really limited then I can have her as a team-up partner for someone.

Yeah, that’s basically what I did, allowing users to scroll off screen and load up NPCs for use.

Speaking of females, kimono just ripped Carol from the Windows 95 Beat em up Dark Judgement:


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New interactive intro as well as transformers that explode at random when a character passes by in a gethit state. It keeps the tension high when in that area of the stage. I still need to add a couple of power-up canisters to bust open.

 
This intro is very good Electro, I could be nice if the Punisher can shoot one or two times on the floor (barrage or defensive shooting) and then jump down.
I want to test these news guys when they'll be released ;)
 
Wow! I love that special intro. I wonder how other characters will react during the Ninja's intro in that stage, now that we see the Punisher hiding and jumping out of the roof.

EDIT: I just got an idea for Blaze when Ninja appears in that stage. The police cars appear before Blaze and one of the police launches a rocket at him. As rocket strikes, Ninja evades the attack and a) destroys the police (by flying attacking them?) or b) dashes through until he meets Blaze standing.
 
Ninja’s intro against Musashi could have Musashi blocking one of his attacks after he dodges a shot from one of Musashi’s own ninjas.
 
Mugen 1.1. It's hard to believe it's already been 2 years since this project started. When it started I thought maybe I would get half this far in that time. So i'm happy with the progression, but still have a long, long way to go. For those that are new to seeing the project this game is a mix between 2D beat'em up & VS style gameplay. In the latest version you can play as Ninja from the game Ninja Warriors, pick an alternate costume for Haggar & adds an new un-playable character Missing Link from the game Vendetta. Known issues are that Haggar in his FF2 outfit can sometime grow small for tick.

Link : https://electroslair.blogspot.com/



Move List
Code:
Move List - Punisher

Specials :
Pistol Shot ~ D, F + Punch (without knife) (Can be fired more than once by repeating same punch button press)
Knife Throw ~ D, F + Punch (with knife)
Air Knife Throw ~ D, F + Punch  (with knife)
Rifle Shot ~ D, F + Kick (hold up or back to change direction of shot)  

Hypers :
Grenade Toss ~ Charge back, Forward + 2 Punch (hold up, down or back to change direction of grenade) 
Rifle Blindfire ~ D, F + two Kick 
Sniper ~ D, B + two Kick 
Warpath ~ D, B + two Punch 
Hot Lead ~ D, F + two Punch 

Finishers :
Finish opponent with Pistol (random chance)
Finish opponent with Rifle 
Finish Opponent with Medium punch Throw
Finish Opponent with Hyper Grenade

;----------------------------------
Move List - Cody

Specials :
Spin Kick ~ D, B + Kick
Heroic Upper ~ D, F + Kick
Bad Stone ~ D, F + Punch (without knife)
Knife Throw ~ D, F + Punch  (with knife)
Air Knife Throw ~ D, F + Punch  (with knife)

Hypers :
Street Sweeper ~ D, B + two Punch 
Scrapper Charge ~ D, F + two Kick 
Tornado Upper ~ D, F + two Punch 
Metro Spin Kick ~ D, B + two Kicks (Also in air) 

Team-Up :
Jessica ~ weak Punch + weak Kick

Finishers :
Finish opponent with Tornado Upper hyper.

;------------------------------
Move List - Haggar

Specials :
Metro Mayor Pile Driver ~ 360 degrees punch button
Giant Swing ~ D, F + Punch 
Knife Throw ~ D, F + Punch  
Air Knife Throw ~ D, F + Punch  (with knife)

Hypers :
Wrestling Champ ~ 360 degrees + 2 Punch buttons
Laying Pipe ~ D, F + 2 Punches

Team-Up :
Dean Beatdown ~ weak Punch + weak Kick
Dean Uppercut ~ medium Punch + medium Kick
Metro Spinner ~ D, F + weak Punch + weak Kick (level 1)

Finishers :
Finish opponent with Laying Pipe hyper.

;----------------------------------- 
Move List - Blaze

Specials :
Kikou Shou ~D, F + Punch
Vertical Slash ~D, B + Punch
Embukyaku ~D, F + Kick (Medium kick version can be cancelled into the Vertical Slash once back on the ground)

Team-Up :
Max Charge ~ weak punch + weak kick
Max Beatdown ~ medium punch + medium kick 

;------------------------------------
Move List - Blob

Specials :
Rubble ~D, B + kick
Ground Smash ~F, D, F + Punch

Hypers :
Mutant Mayhem ~F, D, F + two Punch 

Team-Up :
Pyro Flame Demon ~ weak punch + weak kick
Pyro Scorcher ~ D, F + weak punch + weak kick (Level 1)

Finishers :
Finish opponent with Mutant Mayhem hyper.
Finish oponent with throw.

;------------------------------------
Move List - Poacher Joe

Specials:
Rifle ~D, F + punch
Ambush Charge ~ Hold Back, Forward + kick

Hypers:
Triple Shot ~D, F + two Punch buttons
Quick Scope ~D, B + two Punch buttons  (hit weak punch to shoot the gun)
Ambush Rush ~ Hold Back, Forward + two kick buttons

Team-Up :
Punk ~ weak Punch + weak Kick

Finishers :
Finish opponent with Quick Scope hyper.
Finish opponent with any rifle shot.
Finish opponent with Punk dynomite.

;-----------------------------------
Move List - Musashi

Specials:
Dai-Ichi Wave ~  F, D, F + punch
Ronin Path ~  D, B + punch

Hypers:
Samurai Rush ~ D, F + two Punch buttons

Team-Up :
Hanzo Smoke Bomb ~ weak Punch + weak Kick
Hanzo toss Star ~ medium Punch + medium Kick
Hanzo Stars ~ D, F + weak Punch + weak Kick (Level 1)

;-----------------------------------
Move List - Ninja

Specials:
Shoulder Charge ~ Charge back, Forward + kick
Jet Drop ~ Charge down, up + kick  (Hit kick again to quick dive)
Nunchaku ~ F, D, F + punch

Hypers:
Cyber Charge ~ Charge back, Forward + two kicks 
Cyber Spin ~ D, B + Kick  (Hit kick again to quick dive)
Missles ~ D, F + two punches

Team-Up :
Kamaitachi whirling blades ~ punch + kick 

Finishers :
Finish opponent with Missles hyper.

;-----------------------------------------------

Stage Finishers :
Factory = Normal melee attack anywhere on the left hand side of the stage.
Syrian Desert Refinery = Normal melee attack in the left-center or right-center of the stage.
Waterfront = Normal melee attack.

;--------------------------------------------------------
Added/Removed :

Added playable character Ninja.
Added non-playable character Missing Link.
Added Dystopia stage.
Removed turn animations & code for all characters.
Added FF2BreakCar bonus made by Tim Markworth.
Added SF2 Oil Drums bonus made by Tim Markworth.
Replaced Final Fight subway train stage music with original FF arcade music.
Removed team-up partners for TMNT Ocean Surfing stage.
Changed volume on some stages to make them more balanced across the game.

Characters updated :

Cody = Fixed some Jail outfit GetHit anims.
Cody = Fixed tornado attacks getting the player stuck after falling.

Punisher = Improved AI

Haggar = Alternate FF2 outfit added by choosing Pal 3,4,5.
Haggar = Can now pick up the knife.
Haggar = Added hyper named Laying Pipe.
Haggar = Added hop backwards.
Haggar = Added finisher to Laying Pipe hyper.
Haggar = Improved AI.
Haggar = Added missing finisher sprites.
Haggar = More bug fixs.

Musashi = Fixed hit overide of swordwave.
Musashi = Improved AI.

Kruel Kurt = Updated attributes & changed damage on some attacks.

Interactive Stuff :

Fixed missing sprites for the acid finisher on Syrian Desert Refinery stage.
Readjusted hitboxes for Amazon rocks.
Intro & hazards for Dystopia stage.

 
I've tested your demo and you've made a gret job on characters and animated stages. You have also added some news crouching animations that's very good.
I've got 2 suggestions:
- why not using Nick Fury sprites with the palette color and the head of the Punisher since the sprites fits well each other to make an alternate costume for The Punisher?
- a beat em up bonus stage with thugs and an ending boss would be cool (it's possible also with mugen :) ).

Thank you for this original mugen game and an awesome tribute to the classic arcade beat em ups  :D
 
Hey man, I got the new demo and I´'ve mande a video:
https://www.youtube.com/watch?v=P14IsCw4An8&feature=youtu.be

Some points to share:
- Ninja is awesome! Nice attacks and supers. Maybe you could try to use the same chain sound Dcat used on this Michaellangelo character

- At 1:40, wasn't Blob attacks supposed to use an water fx in both special moves?
- At 2:23, 2P and 4P are a bit off
- At 2:29 there is some issue with Players 3 and 4 lifebar - you can't see it.

Nice work, really.

Btw, dunno if you have interest, but I've made a Classic Captain Commando for a defunct project. If you want to use him, just go ahead.
I think it would fit the game. plus, he already has an fatality (finish the round with his hyper move).
http://brazilmugenteam.com/chars-2/chars-ilusionista/classic-captain-commando/

 
O Ilusionista I haven't added Blob's water effects yet for that stage. That's weird about the lifebars in team mode. I wonder if I added the wrong file or changed something at the last moment because I tested it last weekend & it was working. I should probably get the lifebars fixed asap & re-upload.

kimono Once I get Punisher were he is actually fun to play as then I'll make a Nick Fury. I want Nick to have a few different moves from Punisher & also have a shield agent like Black Widow or maybe the Falcon as a Team-Up. Right now I think the Punisher is the most boring character to play as in the game. Probably going to do a complete overhaul of him.

Jeremiah Cuff Miru @ Maxman Thanks for the ideas & feedback. I might use some of that stuff somewhere in the game.
 
Taking inspiration from some other MUGEN versions of Punisher would be a good idea. I think using his shotgun as a Guard Cancel Attack for him would be a good idea to liven up his gameplay. His Giant Swing, pile driver, flip kick, air grenade throw, and air flame kick from the Arcade game could be nice to include. Acey’s version has a lot of really cool hypers that could be used for his Level 2 and Level 3 Hypers, like a missile bombardment or him getting a Symbiote and ripping his opponent apart.  Rah’s version has good ideas for level 3 hypers, like dragging the foe into his van and tearing them to shreds. A landmine  hyper similar to the Grenade Toss could work.  Maybe the Rifle Blindfire could be mashable? Or just turn it into a normal Special move  (with a different motion) instead of a hyper, as I feel it is too similar to his Uzi hyper. This move could be similar to his pistol shot in terms of mechanics, and pop the heads of enemies who are crouching.

How about a hyper where he launches the foe into the air and opens fire with a machine gun to juggle them? Or a multi-part Slam hyper? Maybe a special move where he uses an axe? I'm also curious about who his Team-Up character will be.

I think Ninja’s nunchuck move could be made mashable for more hits. Maybe also make it function as a Guard Cancel?

Also, I wonder when the old stages, like the airplane, will come back? And could the Captain Commando burn sprites be used for the standing burn animation for the characters in the game, for example when they are hit with Ninja's charging punch or Pyro's fire stream attack? Speaking of stages, I feel like Bay Area could have the barrels be breakable, and also have the ability to knock players into the water as a finisher.
 
Revealing Punisher's team-up partner Wolverine as well as some new smart palette costumes. The preview shows all of Wolverine's moves as well as finishers. Punisher is getting a complete overhaul & will be previewing that later.


Miru Now you know who his team-up partner is.  ;) As for the Final Fight stage I will add some barrels, telephone booth & look into knocking opponents into the water.
 
Punisher/Wolverine Wins! FATALITY! The finishers are so mind blowing. That's a great job right there.
 
The van hyper looks neat-o, ELECTRO! Maybe in some stages where the move wouldn’t make much sense, such as the sewer, it could be disabled? More finishers are always a good thing.  I also suggest Team Up partners to be usable in mid-air for more aerial rave potential, as well as in mid-attack, at a higher meter cost. Maybe Poacher Joe's charge combo hyper could have a different finisher if the foe doesn't wallbounce?

I have an idea for a new Ninja move or finisher; a kusarigama blade pops out of his nunchucks to extend range and attack power.

EDIT: Someone on Twitter found a corner kill with Cody...

https://twitter.com/TTTTTsd_/status/1093600695343820800
 
I know a lot of people wanted Mizuki as a playable character & now that's a reality. Enjoy the preview.

 
kimono said:
Excellent work on this sprite limited character! Any chance that Mevella takes the next turn? :)

I know. Getting her and/or Carol (Dark Judgement) in would be amazing. Mizuki's gameplay looks pretty neat, too. I like her teleport gimmick and her spinning attack.
 
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