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Subject: Custom GNG Lucifer updated by Borewood 2015-03-09 Mon 2 Mar - 17:55
Custom GNG Lucifer updated by Borewood 2015-03-09:
OMK Lucifer: "Can you be my new master please" GNG Lucifer: "Hey how can Lucifer be Lucifer's furniture!?"
in case OneDrive not working for you....:
in case imgur not working for you....:
------------------------------------------------------------------------------------------ 2015-03-09 update: - Ok, I now give SprPriority = -5 to GNG Lucifer's background and body, and SprPriority = -4 to its head and limbs. Therefore, it shall not cover other MUGEN characters' sprites most of the times. The reason I used a different way for GNG Lucifer's background and body is that, I didn't want to put my AB King's "you must play it with its own MUGEN stage!" restriction on to my GNG Lucifer......... - Added a flag = timerfreeze to AssertSpecial so the game timer is frozen now. - This is the damage-taking system of GNG Lucifer BEFORE this fix: I made it that GNG Lucifer's head takes damages from P2's normal attacks and normal Projectile only. And the GNG Lucifer's head life decrease takes place only in the GNG Lucifer's head's got-hit state. GNG Lucifer's head's get-hit animation plays, even when P2's attacks belong to specials and/or supers, which is wrong before this fix.... GNG Lucifer's head's Life value is 1000. When GNG Lucifer's head's Life >= 500 and each time a hit causes 50 damage to it. When GNG Lucifer's head's Life < 500 and each time a hit causes 20 damage to it. - This is the damage-taking system of GNG Lucifer AFTER this fix: I made it that GNG Lucifer's head takes damages from P2's normal attacks and normal Projectile only. And the GNG Lucifer's head life decrease takes place only in the GNG Lucifer's head's got-hit state. Now, after this fix, GNG Lucifer's head's get-hit animation plays, only when P2's attacks belong to normals. GNG Lucifer's head's Life value is 1000. When GNG Lucifer's head's Life >= 500 and each time a hit causes 50 damage to it. When GNG Lucifer's head's Life < 500 and each time a hit causes 20 damage to it. - I re-checked the Win/Lose/DrawGame case of both GNG Lucifer and P2 and found some minor error so I fixed it and now the match should end normally under every Win/Lose/DrawGame case.....
Please download the full updated file, Custom_GNG_Lucifer_updated_2015-03-09.zip, from here: https://onedrive.live.com/?cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E!976
2015-03-08 update: ** now only the normal version is available, in which the easy version ending now becomes the first 1st round ending, and the normal version ending now takes place only in second 2nd and the rest of all rounds of a match. So the Q&A below is pointless and useless now....... ** now when you are fighting Lucifer and if your life is low, then the source game hurry-up sound will pop up so you will have an idea that you are in danger........
Please download the full updated file, Custom_GNG_Lucifer_updated_2015-03-08.zip, from here: https://onedrive.live.com/?cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E!976 ------------------------------------------------------------------------------------------
Custom GNG Lucifer updated by Borewood 2015-03-04:
Oh I just discovered that I drastically reduced the defense value of Custom GNG Lucifer, as he reduction was made for making MUGEN preview video....
So, please replace two (2) CNS files with the included fixed ones.....download the fix file, Custom_GNG_Lucifer_2015-03-04_fix.zip, from here please: https://onedrive.live.com/?cid=7DB65F02B0BBD12E&id=7db65f02b0bbd12e!976
Ghouls 'N Ghosts, or Daimakaimura, is a side-scrolling action game by Capcom: http://www.hardcoregaming101.net/gng/gng2.htm
Lucifer (aka Loki), the Prince of Darkness, is the final boss of Ghouls 'N Ghosts, or Daimakaimura. If you don't know about this boss, then please watch this YouTube video:
I am trying to add a "platform" support for a MUGEN character to jump on to my Custom GNG Lucifer's knee(s) and stand on that and do stuff freely. This kind of "platform" support is mostly seen in some MUGEN bonus stage/game characters. I tried most noticeable ones and found their making of "platform" support in MUGEN too complicated, and with my Custom GNG Lucifer I am using just some more simple way to get it to work (hopefully).
There is one (1) major flaw though, by any way, be it my simple way or others' complicated way, which is, all "platform" support attempts have an EPIC FAILURE when the opponent MUGEN characters have some so-called "skywalker/are you floating?" check -- when it StateType = S like the stance state StateDef 0, make its Pos Y = 0 all the way, or make it ChangeState to StateDef 50 when being put in the air, the jump-in-air state. It will need Elecbyte to update MUGEN engine to support such "platform" support feature in order to get it working nicely............but the question is...........WHEN THE HECK WILL ELECBYTE UPDATE MUGEN ENGINE!?!?!?!?!?
Perhaps until the day I die...........still can't see a MUGEN engine update for such "platform" support by the very Elecbyte...........
By the way, if you have some better ideas about how to make such "platform" support more properly in MUGEN, then I would like to know about it!
--------------------------------------------------------------------------- * One note: please use "Custom_GNG_Lucifer_easy.def" if you want an easier challenge * ---------------------------------------------------------------------------
The Custom GNG Lucifer move list is as follows.
--------------------------------------------------------------------------- Button Layout (MUGEN type control): x = right arm finger shooting laser y = mouth shooting laser (when P2 is close to Lucifer and Lucifer's is looking straight down) z = left arm finger shooting laser a = right arm finger shooting laser b = mouth shooting laser (when P2 is close to Lucifer and Lucifer's is looking straight down) c = left arm finger shooting laser s (start) = not used ---------------------------------------------------------------------------
Q. Does this mugenized Lucifer play like the source game one? A. In the source game, there is no way to play as Lucifer. Yet, in MUGEN, you can play as Lucifer, or fight Lucifer. Like in the source game, Lucifer's only weakness is at its head. Just try to hit its head when you get a chance! Lucifer's head will flash red when its life is low in this MUGEN version. I mugenized a Splatterhouse final boss Hell Chaos some years ago, when I released it I made all its attacks unguardable by P2. Afterward I received a lot of complaints that forced me to change to make them guardable again. So, for this Custom GNG Lucifer of mine this time I just made all its attacks guardable, with some small guard damages. Beside the experimental "platform" support in MUGEN attempt, the floor blocks can be destroyed by Lucifer's laser. But not like in the source game, in MUGEN when a floor block is destroyed and a pit shows up, you are not going to fall into that to die instantly, rather, some Mini Blue Arremers will emerge from the pit and will try to attack you in a pattern that is similar to that of the one you see in the level four (4) flaming bridge of Ghosts´n´Goblins or Makaimura. Of course you can kill these Mini Blue Arremers any time soon.
Q. What is the difference of the normal version (using just "Custom_GNG_Lucifer.def") and the easier version (using just "Custom_GNG_Lucifer_easy.def")? A. Well, in the normal version, you can actually use some of your crouching attacks to destroy the floor blocks, if you do so by accident or on purpose, then more and sooner those Mini Blue Arremers can emerge from the pits. It is not likely that you are able to destroy any floor blocks in the easier version unless you have some down-thrust attacks that can hit lower than ground level though. Also, in the normal version, Lucifer's laser and Mini Blue Arremers and even the "knee platforms" try steal your MUGEN power upon contact, yet this is not the case in the easier version. Normal Lucifer's head can take hits only by normal attacks (NA) and normal projectiles (NP), while easier Lucifer's head can take hits only by normal attacks (NA), special attacks (SA), hyper attacks (HA), normal projectiles (NP), special projectiles (SP), hyper projectiles (HP). Both versions give you different in-game endings when you have successfully defeated Lucifer. The normal version ending is the "knight just saved his princess" one while the easier version is the "The End....?" one. The former one is indeed more rewarding than the latter one.
--------------------------------------------------------------------------- * One note: please use "Custom_GNG_Lucifer_easy.def" if you want an easier challenge * ---------------------------------------------------------------------------
Last edited by borewood2013 on Mon 9 Mar - 11:01; edited 8 times in total
ReddBrink
Posts : 274 Join date : 2013-04-22 Age : 28 Location : Classified
Subject: Re: Custom GNG Lucifer updated by Borewood 2015-03-09 Mon 2 Mar - 22:23
no way i freaking love this! awesome job borewood truly brings back memories
brucewayne74
Posts : 1065 Join date : 2012-11-29
Subject: Re: Custom GNG Lucifer updated by Borewood 2015-03-09 Tue 3 Mar - 2:59
What the hell...you are great my friend,thanks
gui0007
Posts : 752 Join date : 2013-03-22 Age : 33 Location : Palhoça, Florianópolis
Subject: Re: Custom GNG Lucifer updated by Borewood 2015-03-09 Tue 3 Mar - 3:55
Ahh, GnG!! One of my favorite SNES/Genesis game. Really an EPIC game!
Thanks for this great and nostalgic release Borewood!
Cristianomelo
Posts : 1085 Join date : 2012-09-14
Subject: Re: Custom GNG Lucifer updated by Borewood 2015-03-09 Tue 3 Mar - 13:42
Good job dude, I don't usually download chars that are not marvel and dc, but this really is very good.
Werewood
Posts : 5691 Join date : 2014-08-11
Subject: Re: Custom GNG Lucifer updated by Borewood 2015-03-09 Tue 3 Mar - 14:40
@Mugen Disciple & brucewayne74: Retro-gaming in MUGEN is fun!
gui0007 wrote:
Ahh, GnG!! One of my favorite SNES/Genesis game. Really an EPIC game!
Thanks for this great and nostalgic release Borewood!
I didn't have a Sega MegaDrive/Genesis but I could play GnG in my local arcade. The SFC/SNES Super GnG one is harder than just the GnG, in my opinion heh. By the way, I was using Arcade Version sprites and sounds for MUGEN.
Cristianomelo wrote:
Good job dude, I don't usually download chars that are not marvel and dc, but this really is very good.
Thank you for your interest in it! I assume you were not talking about the girl Lucifer as that girl Lucifer was not mugenized by me (my Chinese MUGEN author Boomer did her).
[EDIT]: Oh I just discovered that I drastically reduced the defense value of Custom GNG Lucifer, as he reduction was made for making MUGEN preview video....
So, please replace two (2) CNS files with the included fixed ones.....download the fix file, Custom_GNG_Lucifer_2015-03-04_fix.zip, from here please: https://onedrive.live.com/?cid=7DB65F02B0BBD12E&id=7db65f02b0bbd12e!976
chuchoryu
Posts : 4633 Join date : 2012-10-04 Age : 35 Location : Mèxico
Subject: Re: Custom GNG Lucifer updated by Borewood 2015-03-09 Tue 3 Mar - 18:56
Posts : 206 Join date : 2014-08-16 Age : 49 Location : Berlin, Germany
Subject: Re: Custom GNG Lucifer updated by Borewood 2015-03-09 Wed 4 Mar - 16:36
Really nice!
Only complain I have is that I don´t know the life of p1 if i´m facing Luifer. He´s doing a lot of damage with his lasers.
Werewood
Posts : 5691 Join date : 2014-08-11
Subject: Re: Custom GNG Lucifer updated by Borewood 2015-03-09 Fri 6 Mar - 5:48
Staubhold wrote:
Really nice!
Only complain I have is that I don´t know the life of p1 if i´m facing Luifer. He´s doing a lot of damage with his lasers.
His laser damage is 100,25 (move hit,move guarded). So, you have to be careful not to get too many hits by GNG Lucifer.
I did GNG Lucifer by a way that is different than my previous AB (Asura Buster) King, it is because I wanted my GNG Lucifer to work with any MUGEN stages, while I made my AB King to work with its own MUGEN stage only, which was disliked by many people. This way I had to combine GNG Lucifer and it background into one..........so the result is the lifebars are being covered up..........
Staubhold
Posts : 206 Join date : 2014-08-16 Age : 49 Location : Berlin, Germany
Subject: Re: Custom GNG Lucifer updated by Borewood 2015-03-09 Fri 6 Mar - 14:24
It´s ok, just a small complain. Keep it that way.
Werewood
Posts : 5691 Join date : 2014-08-11
Subject: Re: Custom GNG Lucifer updated by Borewood 2015-03-09 Fri 6 Mar - 14:38
Staubhold wrote:
It´s ok, just a small complain. Keep it that way.
Yo Staubhold you are my favorite MUGEN Feedback Giver since my times at MFFA (and even at MFG)! You seem to pinpoint the MUGEN release itself ONLY, nothing more irrelevant like some other "MUGEN Evaluators" do!
[EDIT]: perhaps I can do something to the screen or P2 near-by when P2's life is low when fighting GNG Lucifer.....
Staubhold
Posts : 206 Join date : 2014-08-16 Age : 49 Location : Berlin, Germany
Subject: Re: Custom GNG Lucifer updated by Borewood 2015-03-09 Fri 6 Mar - 15:46
I really enjoy your work & your style Borewood... and I´m a huge classic video game freak. Keep them classic chars coming!
Oh, I found something on Lucifer that requires maybe some fixing.
His specific lose animation should play only at the last round of a battle...
This on the first round of two or even three possible rounds is to early.
Maybe just fade the screen to black for a "normal" win against Lucifer.
Mistah Jorge
Posts : 2356 Join date : 2013-07-04 Age : 26 Location : Portugal
Subject: Re: Custom GNG Lucifer updated by Borewood 2015-03-09 Fri 6 Mar - 18:38
woooooow, just wooow, i'll keep him as one of the final bosses
Werewood
Posts : 5691 Join date : 2014-08-11
Subject: Re: Custom GNG Lucifer updated by Borewood 2015-03-09 Sat 7 Mar - 12:31
Staubhold wrote:
I really enjoy your work & your style Borewood... and I´m a huge classic video game freak. Keep them classic chars coming!
I am a retro-gaming fan too! I mugenized some classic/retro game characters just to want to let nowadays young gamers the good old stuff!
If you follow my current MUGEN WIPs topic ( http://mugenmultiverse.fanbb.net/t4872-borewood-s-2013-2015-mugen-wips ), then you may notice some classic/retro game characters which I am planning to mugenize in the near future: Famicom/NES Dragon Ball - Shen Long no Nazo arcade Tiger Road (or Tora e no Michi) arcade Trojan (or Tatakai no Banka) Super Famicom/SNES Gegege no Kitarou - Fukkatsu! Tenma Daiou
Alright a quick classic/retro gaming quiz for you here:
What is the name of this obscure classic/retro arcade action game (please see image below)?
in case imgur not working for you...:
I am going to update my GNG Lucifer soon, according to your suggestion.
@Mistah Jorge: >> woooooow, just wooow, i'll keep him as one of the final bosses Thank you for your interest in my GNG Lucifer!
Werewood
Posts : 5691 Join date : 2014-08-11
Subject: Re: Custom GNG Lucifer updated by Borewood 2015-03-09 Sun 8 Mar - 8:57
2015-03-08 update: ** now only the normal version is available, in which the easy version ending now becomes the first 1st round ending, and the normal version ending now takes place only in second 2nd and the rest of all rounds of a match. So the Q&A below is pointless and useless now....... ** now when you are fighting Lucifer and if your life is low, then the source game hurry-up sound will pop up so you will have an idea that you are in danger........
Please download the full updated file, Custom_GNG_Lucifer_updated_2015-03-08.zip, from here: https://onedrive.live.com/?cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E!976
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Subject: Re: Custom GNG Lucifer updated by Borewood 2015-03-09