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Subject: Custom FC Upa updated by Borewood 2015-06-27 March 2nd 2015, 2:44 pm
Custom FC Upa 2015-06-27 update:
based on Staubhold's MUGEN feedback:
- Super Upa mode now gives a new hint to show its end time is near in additional to the alarm sound: body blinking
- now only one (1) balloon can appear on screen when Upa is doing his taunt and when there is a floating balloon Upa may not have another balloon (showing his sad face instead)
- stage bgm now stops for the short time while Zai appears and his music plays
- fixed the "Swim & Dive" bug that happened when the match ends by draw game and/or time over
- fixed the author name in the .def files
- more Zai and mini-Zai interactions: * when mini-Zai knocks out either Upa or P2, big Zai shows its thunder attack and the screen flashes * when the match ends up with a tie aka draw game, big Zai opens its mouth wide and shake to show its surprised face * when the match ends up with a time over win game by Upa and not by mini-Zai, both Zai and mini-Zai disappear/vanish * when the match ends up with a win game by Upa and not by mini-Zai, both Zai and mini-Zai disappear/vanish * when the match ends up with a win game by P2, both Zai and mini-Zai disappear/vanish * when Upa is in the Parodius mode, Zai and mini-Zai will not appear; they appear once Parodius mode ends
- added a new Hyper Move:
in case OneDrive not working for you...:
Parodius Upa (D, D, x/y/z/a/b/c) in air only * requires and consumes MUGEN Power 1500/3000 * Upa turns into his Parodius form and his Parodius theme music plays * press x/a to shoot a straight destroy-able bullet and a pair of homing missles * press y/b to hold a speaker and shout out some not destroy-able meaningful words that can hit P2 (Upa cannot shoot bullets and use barrier when the speaker is in use) * press z/c to release a Upa head that acts like some barrier that can hit P2 * press start to shoot a not destroy-able spread shot yet it has limited range and shoot delay * after a short period of time Parodius Upa will turn back into the normal Upa * when Zai and/or mini-Zai is/are present, Upa cannot use his Parodius mode at all >>>>> when P2 is my "Custom GP Eliza and Neil", then Parodius Upa will be a bit different: => upon round start, move or press any button to turn into Parodius Upa => size becomes smaller => no time limit => Upa head barrier can be used only three (3) times => speaker move can be used only one (1) time yet it makes more hits => has his own get-hit state and animation => Parodius Upa may not guard/block at all and taking three (3) hits lead him to his loss => has his own win pose
Bio Miracle Bokutte Upa: "Hey I want your cool mecha rather than my boring floating inflated enemy platform!" Baby Commando: "Hey I want your Magic Rattle which can inflate an enemy!"
Bio Miracle Bokutte Upa is a side-scrolling action game by Konami: http://www.hardcoregaming101.net/upa/upa.htm
If you want to see some game play of Bio Miracle Bokutte Upa, then please watch this YouTube video:
I am trying to "emulate" the Bio Miracle Bokutte Upa game play in my mugenized Custom FC Upa. After some times with trials-and-errors, I seemed to pull out the source game monster inflation and temporary platform support with it in MUGEN. Well, actually that wasn't that hard as it doesn't involve any P2 custom state(s). I think my "emulation" is still buggy because the Player's and Helper's and P2's sides keep changing during the fight, though......
By the way, if you have some better ideas about how to make such Bio Miracle Bokutte Upa "monster inflation and temporary platform" support more properly in MUGEN, then I would like to know about it!
------------------------------------------------------------------------------------------- * One note: please use "Custom_FC_Upa_no_Zai.def" if you do not want Zai's intervention * -------------------------------------------------------------------------------------------
The Custom FC Upa move list is as follows.
--------------------------------------------------------------------------- Button Layout (MUGEN type control): x = Magic Rattle y = Magic Rattle z = Magic Rattle a = Magic Rattle b = Magic Rattle c = Magic Rattle s (start) = Taunt (holding a balloon) *please see below for details* ---------------------------------------------------------------------------
Throw: when close to P2, hold forward to press x/y/z/a/b/c
Special Moves: - Apple Bomb (D, DF, F, x/y/z/a/b/c) * there are three (3) variations depending on button groups (x/a, y/b, z/c) - Got Milk? (F, D, DF, x/y/z/a/b/c) * there are three (3) variations depending on button groups (x/a, y/b, z/c) - Swim & Dive (D, DB, B, x/y/z/a/b/c) * Upa jumps up and then swim underneath the ground * when in the underground water, Upa dives like an adult, you can move him to left side or right side * pressing x/a will make Upa backward-jump out of the underground water with an aerial attack * pressing y/b will make Upa neutral-jump out of the underground water with an aerial attack * pressing z/c will make Upa forward-jump out of the underground water with an aerial attack * Upa's lifebar starts to decrease slowing as he is diving, so make sure don't let him dive for too long
EX Move: - Fire Hydrant Stand (D, D, x/y/z/a/b/c) * requires and consumes MUGEN Power 1000/3000 * when the Fire Hydrant Stand comes out completely, Upa can jump on it and walk back and forth to make it spit out flame * after ten (10) flame-spits the Fire Hydrant Stand will hide itself * both Upa and P2 can hit the Fire Hydrant Stand, after ten (10) hits the Fire Hydrant Stand will hide itself * the Fire Hydrant Stand can give Upa a temporary shield as long as it is not hiding itself
Taunt (holding a balloon) - this is my interesting (hopefully) original idea for my mugenized Custom FC Upa when Upa is holding a ballon, he shows his happy face, but if you try to break his ballon then he will show his unhappy face and then get mad and turn into a Super Upa! Super Upa can stand and walk like an adult like in the source game when you pick up a bell item. Super Upa cannot do anything but running and jumping around, yet, he is invincible and can use his "suddenly grown-up" body to attack his enemies. After a shot period of time Super Upa will turn back into the normal Upa. * you can actually hit Upa only, without touching his balloon. If you do so then Upa will not turn into a Super Upa, and his balloon will be released and it rises until it explodes by itself. But! If you try to break his released balloon, then Upa will get mad too!
Now.........the core source game game play by my MUGEN "emulation".......... In order to make it happen, Upa's lifebar value must be low (<= 250/1000). When it is low enough, Zai, the source game final boss will appear. When Zai is there, it will try to summon a Mini-Zai that drops down from sky. The Mini-Zai can attack both Upa and P2. P2 hits Mini-Zai to kill it. Upa hits it with Magic Rattle to inflate it. Once Mini-Zai is inflated, P2 hits the inflated Mini-Zai to kill it, and Upa can do a number of things to Mini-Zai: - do nothing and Mini-Zai floats up into the air until it explodes by itself; - jump on to a floating Mini-Zai within possible jump height; - while standing on a floating Mini-Zai, Upa can do all attacks except the EX Move and the Taunt; - with some timing and correct angles, Upa can jump to "push" a floating Mini-Zai to make it slide in either upward, forward, or diagonal direction, a sliding inflated Mini-Zai can hurt both Upa and P2; - Zai cannot be hit by anything but a sliding inflated Mini-Zai, when Zai gets hit by that, it screams and drops a bottle of milk, if Upa picks up the bottle of milk then a small amount of lifebar value replenishment takes place. * I already gave some care-taking to those many side swapping situations with Upa, Mini-Zai, and P2, but I know it is still buggy...
------------------------------------------------------------------------------------------- * One note: please use "Custom_FC_Upa_no_Zai.def" if you do not want Zai's intervention * -------------------------------------------------------------------------------------------
Last edited by borewood2013 on June 28th 2015, 4:01 am; edited 2 times in total
Staubhold
Posts : 206 Join date : 2014-08-16 Age : 49 Location : Berlin, Germany
Subject: Re: Custom FC Upa updated by Borewood 2015-06-27 March 2nd 2015, 4:28 pm
Oh great! Two releases?!
Will test and give feedback.
gui0007
Posts : 752 Join date : 2013-03-22 Age : 33 Location : Palhoça, Florianópolis
Subject: Re: Custom FC Upa updated by Borewood 2015-06-27 March 3rd 2015, 12:53 am
Two in a row man!!
Really nice! Thanks so much my friend!
Werewood
Posts : 5691 Join date : 2014-08-11
Subject: Re: Custom FC Upa updated by Borewood 2015-06-27 March 3rd 2015, 12:45 pm
Actually Custom FC Upa is a by-product of my Custom GNG Lucifer.
I once owned a real copy of Bio Miracle Bokutte Upa game for my 8-bit Famicom Disk System (FDS):
I have been playing the source game so many times that I have forgotten how many times back to those years.......
Funny I put more time on Custom FC Upa than on Custom GNG Lucifer.
I found a sprite sheet of the Parodius Upa at spriters-resource.com:
in case imgur not working for you...:
I was thinking to add a Parodius Upa feature in my Custom FC Upa but at last I gave up the idea, because it might make him super cheap.........?
Staubhold
Posts : 206 Join date : 2014-08-16 Age : 49 Location : Berlin, Germany
Subject: Re: Custom FC Upa updated by Borewood 2015-06-27 March 3rd 2015, 3:58 pm
Parodius Upa! That would be nice... Maybe use that as a super? Would love to see that...
The Zai & Mini-Zai system is GREAT!!! So nice that you recreated the enemy inflating, floating & platform mechanic! Really great job!
Some feedback...
- Try to recreate the blinking/flashing mechanic from the source game for Super Upa, so that the Upa player knows that the Super Upa mode is almost at the end
- If Zai is on screen and Upa or opponent wins without the help of Zai/Mini-Zai, Zai & Mini-Zai should disappear/vanish from the win screen
- If Zai is on screen and ko´s either Upa or p2 via Mini-Zai, he should have a win animation too. I recommend the flash attacks & the flashing screen from the source game end fight...
If you use Parodius Upa as a super, please use the sound & voices from Parodius Upa too, hell maybe even use one variation of Upas Parodius Theme. Again, if you use the Parodius super, maybe you should restrict the Zai appearance to only at the very last round! That way both systems would be kinda balanced and not "super cheap".
Have to test further. Again, this is great...
EDIT:
More feedback...
- Upa should do the taunt ballon only when the taunt ballon from his taunt before is gone... I had one ballon flying upwards (cause only Upa was attacked during the taunt) and Upa did the taunt right thereafter, so there were two ballons onscreen... Maybe use something like a surprised or sad face for Upa when he´s doing the taunt while the ballon is still there.
- stage bgm should stop for the short time while Zain appears and his music plays
Werewood
Posts : 5691 Join date : 2014-08-11
Subject: Re: Custom FC Upa updated by Borewood 2015-06-27 March 6th 2015, 2:56 am
Staubhold wrote:
Parodius Upa! That would be nice... Maybe use that as a super? Would love to see that...
The Zai & Mini-Zai system is GREAT!!! So nice that you recreated the enemy inflating, floating & platform mechanic! Really great job!
Some feedback...
- Try to recreate the blinking/flashing mechanic from the source game for Super Upa, so that the Upa player knows that the Super Upa mode is almost at the end
- If Zai is on screen and Upa or opponent wins without the help of Zai/Mini-Zai, Zai & Mini-Zai should disappear/vanish from the win screen
- If Zai is on screen and ko´s either Upa or p2 via Mini-Zai, he should have a win animation too. I recommend the flash attacks & the flashing screen from the source game end fight...
If you use Parodius Upa as a super, please use the sound & voices from Parodius Upa too, hell maybe even use one variation of Upas Parodius Theme. Again, if you use the Parodius super, maybe you should restrict the Zai appearance to only at the very last round! That way both systems would be kinda balanced and not "super cheap".
Have to test further. Again, this is great...
EDIT:
More feedback...
- Upa should do the taunt ballon only when the taunt ballon from his taunt before is gone... I had one ballon flying upwards (cause only Upa was attacked during the taunt) and Upa did the taunt right thereafter, so there were two ballons onscreen... Maybe use something like a surprised or sad face for Upa when he´s doing the taunt while the ballon is still there.
- stage bgm should stop for the short time while Zain appears and his music plays
Parodius Upa as a super move? Sounds cool~ I might consider adding it to my next FC Upa update then.
Super Upa mode ending blink? Oh I forgot to make that in the first place.......I added a custom "alarm clock" sound merely.........nice reminder!
More big Zai interaction? Alright!
Too many balloons on the screen? Well I did that on purpose, so that when the screen is full of floating balloons then P2 needs to be extra careful............yet your suggestion is nice and I will be restricting to one (1) balloon then.......
Zai's music making stage BGM stop.........good point you observed!
Staubhold
Posts : 206 Join date : 2014-08-16 Age : 49 Location : Berlin, Germany
Subject: Re: Custom FC Upa updated by Borewood 2015-06-27 March 6th 2015, 3:06 pm
borewood2013 wrote:
Super Upa mode ending blink? Oh I forgot to make that in the first place.......I added a custom "alarm clock" sound merely.........nice reminder!
It´s always good to have a visual and a audible signal.
Yes, please Parodius Upa!
Some suggestions on the Parodius Super...
- Upa could have an ascending firepower depending on the power level. Level 1 would be a simple shoot, level 2 a spread shot & Level 3 spread shot plus homing missiles, similar to the Parodius source game.
or
- Some "middle" level firepower super. The more power Upa has, the longer time he stays in his Parodius form. Power bar could decrease over time, super can be activated at level 1. Again, you could use the "alarm clock" sound and the blinking to indicate the ending of the super.
Btw... the author in your Upa def file is "Elecbyte"...
EDIT:
I found something that needs some fixing...
If the time runs out while Upa is diving in his "Swim & Dive" special, the water disappears but Upa is still swimming. After a long time Upa will stuck in place under the disappeared water level.
Werewood
Posts : 5691 Join date : 2014-08-11
Subject: Re: Custom FC Upa updated by Borewood 2015-06-27 June 27th 2015, 4:17 pm
2015-06-27 update:
based on Staubhold's MUGEN feedback:
- Super Upa mode now gives a new hint to show its end time is near in additional to the alarm sound: body blinking
- now only one (1) balloon can appear on screen when Upa is doing his taunt and when there is a floating balloon Upa may not have another balloon (showing his sad face instead)
- stage bgm now stops for the short time while Zai appears and his music plays
- fixed the "Swim & Dive" bug that happened when the match ends by draw game and/or time over
- fixed the author name in the .def files
- more Zai and mini-Zai interactions: * when mini-Zai knocks out either Upa or P2, big Zai shows its thunder attack and the screen flashes * when the match ends up with a tie aka draw game, big Zai opens its mouth wide and shake to show its surprised face * when the match ends up with a time over win game by Upa and not by mini-Zai, both Zai and mini-Zai disappear/vanish * when the match ends up with a win game by Upa and not by mini-Zai, both Zai and mini-Zai disappear/vanish * when the match ends up with a win game by P2, both Zai and mini-Zai disappear/vanish * when Upa is in the Parodius mode, Zai and mini-Zai will not appear; they appear once Parodius mode ends
- added a new Hyper Move:
in case OneDrive not working for you...:
Parodius Upa (D, D, x/y/z/a/b/c) in air only * requires and consumes MUGEN Power 1500/3000 * Upa turns into his Parodius form and his Parodius theme music plays * press x/a to shoot a straight destroy-able bullet and a pair of homing missles * press y/b to hold a speaker and shout out some not destroy-able meaningful words that can hit P2 (Upa cannot shoot bullets and use barrier when the speaker is in use) * press z/c to release a Upa head that acts like some barrier that can hit P2 * press start to shoot a not destroy-able spread shot yet it has limited range and shoot delay * after a short period of time Parodius Upa will turn back into the normal Upa * when Zai and/or mini-Zai is/are present, Upa cannot use his Parodius mode at all >>>>> when P2 is my "Custom GP Eliza and Neil", then Parodius Upa will be a bit different: => upon round start, move or press any button to turn into Parodius Upa => size becomes smaller => no time limit => Upa head barrier can be used only three (3) times => speaker move can be used only one (1) time yet it makes more hits => has his own get-hit state and animation => Parodius Upa may not guard/block at all and taking three (3) hits lead him to his loss => has his own win pose