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Author Topic: Rurouni Kenshin: Soul And Sword Game Project  (Read 6208 times)

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Offline Aoshi24

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Rurouni Kenshin: Soul And Sword Game Project
« on: March 05, 2014, 08:26:33 PM »
To all Rurouni Kenshin/Samurai X fans, your dream fighting game is coming to a MUGEN near you!  I've been working on this project for a long time now and I've posted this in other mugen forums.  I just wanted to spread the word before I make a public beta release in August.  Here are some info, images, and gameplay videos. If you have any ideas or would like to contribute, please let me know! You can find more updates and gameplay videos in my youtube channel http://www.youtube.com/user/A0shi24. Thanks.

FULL GAME SUMMARY:
+ 20 characters/ 14 stages  (beta version will have 8 or 9 characters/8 stages)
+ 6 attack buttons
+ Counter/parry system similar to Last Blade (but not exact)
+ Guard push, air/roll recovery, and wake-up attack
+ Chain combos and 2/3 button hypers (ex. QCF LP+HP) similar to MVC
+ Level 3 desperation move (low life and max power like KOF series)
+ Finishing opponents with hyper moves awards player a victory movie

KENKI SYSTEM INFO:
+ Kenki indicator will be located just below the lifebar. The kenki swirls faster as it reaches max level.
+ Over time, the Kenki fills up until it is in max level. This can also be filled up faster with taunts, first hits, counters, and guard push.
+ When Kenki mode is reached, the player is rewarded with slow health and power regeneration.
+ However, Kenki will reset if you use any super/hyper moves.
+ Kenki mode will also allow players to perform a Combo Breaker or to extend their own combos. Using this move will also reset Kenki.
+ All my RK characters will have the same Kenki system except Soujiro and Shishio. Soujiro will not have kenki (like the anime/manga story) while Shishio will have infinite kenki after you beat him in 1 round.

CHARACTER LIST
(click to show/hide)


CONCEPT SPRITES AND LIFEBAR



SCREENPACK PREVIEW
Updated Rurouni Kenshin fullgame screenpack preview

GAMEPLAY VIDEOS
Aoshi Vs Saito Rematch (With English Dub and Kenki system)

Rurouni Kenshin MUGEN Playthrough with Himura Battousai

Rurouni Kenshin MUGEN: Combos Exhibition



Offline therain237

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #1 on: March 05, 2014, 10:15:37 PM »
looking forward to this

Offline ExeLord

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #2 on: March 06, 2014, 01:50:40 AM »
Hi, Aoshi!
Nice to see you here too :)
I though we decided on those:
(click to show/hide)
Hadn't we?
What consumer society is?

"Where greyness prevails, the black always take the power." (c) "Its Hard to be God" - brothers Strugatskie.

Offline Aoshi24

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #3 on: March 06, 2014, 11:45:55 AM »
Thanks man, glad to be here! You're right we did agree to that one. I just forgot to update the first post. Here is a new video that shows the new lifebar and how the combo breaker works.


Offline ExeLord

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #4 on: March 06, 2014, 12:28:58 PM »
Looks great :thumbsup: I hope people here will like your project, it's cool :cool
Also that Sanosuke of yours, I really like him :thumbsup:
What consumer society is?

"Where greyness prevails, the black always take the power." (c) "Its Hard to be God" - brothers Strugatskie.

Offline O Ilusionista

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #5 on: March 06, 2014, 03:52:25 PM »
Hi, Aoshi!
Nice to see you here too :)
I though we decided on those:
(click to show/hide)
Hadn't we?

Sweet design

Offline Tha Lando ( Le CROM )

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #6 on: March 07, 2014, 08:31:37 AM »
Sup Aoshi24 dude!  Cool project, nice designs , love the SP layout, them bars are sweet too, gameplay coming along cool and the fact its more ANIME!  YES YES YES!  :w00t:  Something i personally want to see more of around the community.  ::salute:: and keep rockin on your project  :thumbsup: :thumbsup:

Offline Aoshi24

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #7 on: March 09, 2014, 02:51:17 PM »
Thanks for the support! I just want to make sure this will be one of the must have games for MUGEN.   :thumbsup:

Offline Aoshi24

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #8 on: March 13, 2014, 11:56:45 AM »
Here is another video showcasing the capabilities of the Kenki system in combos. This also shows Okita Souji's progress (95% done) which will be released sometime next week. All I need to do now is add slash effects and AI!


Offline Aoshi24

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #9 on: March 26, 2014, 02:30:32 PM »
Here is a preview of Shinsengumi Saito's victory clip.  Shinsengumi Saito will be a full-game exclusive character and will not be available as a separate download for MUGEN.  The shinsengumi version will not have the gatotsu zeroshiki but he will have more hyper moves, different basic attacks, and more grappling options. A gameplay preview video coming soon..


Offline Laforga

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #10 on: March 27, 2014, 06:35:26 PM »
I have been following your project for quite some time, and it´s great your bound to release a beta in the meanwhile. Awesome work, congrats!

Offline Aoshi24

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #11 on: March 28, 2014, 07:32:39 PM »
Thanks for the support man!  I'm having a good time creating and playing a Rurouni Kenshin fighting game that reflects the series better than the PS/PSP versions. I can't wait to share the fun with the rest of the RK fans!

Offline ExeLord

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #12 on: March 29, 2014, 02:24:20 AM »
You already shared part of that fun, you know ;)
I liked a lot your Sanosuke and now, when I've tried Okita, I can say he rules too :thumbsup:
Hoping for more Juppongatana members in future [-O< Would be cool if Sawagejo Cho could be made out of Samurai Showdown's Yoshitora, they look very alike.
What consumer society is?

"Where greyness prevails, the black always take the power." (c) "Its Hard to be God" - brothers Strugatskie.

Offline Aoshi24

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #13 on: April 10, 2014, 01:11:41 AM »
Cho is definitely planned to be included in the game  :thumbsup:... In the meantime, here is a preview of the beta version of Shinsengumi Saito.


As you can see the sprites need a little bit of editing. Also, this version will have some different specials/hypers from the police officer version.
Here is the movelist at the moment:

=======================================================================
Special Attacks
=======================================================================

Hakuroujin               a+x
body slam                b+y (close)
air body slam           b+y (close on the air)
Hiratsuki                  c+z
Gatotsu takedown   Charge B,F, a/b/c
Gatotsu ishiki low      Charge B,F, x
Gatotsu ishiki middle   Charge B,F, y
Gatotsu ishiki high     Charge B,F, z
Gatotsu nishiki         D,DF,F x/y/z (on the air)
Gatotsu sanshiki        Charge D,U, x/y/z         
Gatotsu air takedown    Charge D,U, a/b/c         


======================================================================
Desperation Attacks
======================================================================

*Gatotsu Nishiki +       D,DF,F, x+y (on the air)
*Gatotsu Sanshiki +      D,DB,B, x+y
**Sai Gatotsu low      D,DF,F, a+b
**Sai Gatotsu mid      D,DF,F, a+c
**Sai Gatotsu high      D,DF,F, b+c
**Honki No Gatotsu       D,DB,B, a+b (while guarding)
======================================================================
*    need Power Level 1 or more
**   need Power Level 2 or more

Offline Aoshi24

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #14 on: April 30, 2014, 01:52:38 PM »
Here is a playthrough with the beta version of Shinsengumi Saito. You'll notice an improvement in the image quality of the screenpack thanks to RGB support of 1.1. It also shows his new desperation move, the True Gatotsu, which replaces Gatotsu zeroshiki.

Thanks and enjoy!


Offline Aoshi24

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #15 on: May 11, 2014, 11:22:32 PM »
Here are 2 comparison screenshots of Warner's Shishio sprites vs DanMT's edits.  At the moment, I am coding the moves with Warner's sprites but it will eventually be replaced with DanMT's edits whenever he is finished.  Progress video coming soon...

Thanks to both for making this possible!




Offline ExeLord

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #16 on: May 12, 2014, 01:42:13 AM »
Yes, yes! Shishio FTW! :w00t:
New look is much better :thumbsup:
What consumer society is?

"Where greyness prevails, the black always take the power." (c) "Its Hard to be God" - brothers Strugatskie.

Offline Tha Lando ( Le CROM )

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #17 on: May 12, 2014, 11:13:34 AM »
 :thumbsup: on the cool good clean sprite editing! Project coming along very nice bro. ::salute::

Offline Aoshi24

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #18 on: May 21, 2014, 01:19:28 AM »
Thanks for the nice words!  Here is a preview video of the alpha version of Shishio Makoto. As you can see, we still have a long way to go. 


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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #19 on: May 21, 2014, 02:06:52 AM »
"Slow and steady wins the race", don't you worry about the long way ahead, there's a lot done already and eventually it will end in great result :thumbsup:
What consumer society is?

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #20 on: May 21, 2014, 09:57:17 AM »
 ^^(PM)^ exactly!

Offline Aoshi24

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #21 on: May 21, 2014, 10:35:00 PM »
Thanks guys! I'm personally excited to code Shishio since I have a lot of creative ideas for him.

Here is the tentative movelist at the moment:

=======================================================================
Special Attacks
=======================================================================

Counter slash                    a+x  (repel type)
Let me feast!                     b+y  (close grab)
Strongest fist                    c+z   
Observe                           D,D, s (requires at least 50% kenki; if opponent performs a special attack during this               move, Shishio can automatically counter the observed special through the remainder of the round even during recovery states; can only observe one special at a time)
Homura Dama                  D,DF,F x/y/z (can be charged; when fully charged it becomes unblockable)
Diving Homura Dama        D,DF,F x/y/z (on the air)
Rising Homura Dama        F,D,DF x/y/z
Jigoku No Honoo             D,DB,B x/y/z (can also be done on air; ground projectile type)

======================================================================
Hyper Attacks
======================================================================

*Homura Dama +        D,DF,F, x+y (can be charged; when fully charged it becomes unblockable)
**Guren Kaina             D,DF,F, a+b (close; grab type move)
***Kaguzuchi               D,DB,B, x+y+z
Limit Break                  For players & AI level 5 or below: Die with max power and max kenki (Final round only)
                                  For AI level 6+:  Automatic (Final round only)
======================================================================
*     need Power Level 1 or more
**    need Power Level 2 or more
***   need Power Level 3 or more and less than 20% health

======================================================================
Special Gameplay Notes
======================================================================
- Shishio automatically loses if there is a time over in the final round. A reference to his spontaneous combustion.

Mugenjin notes:
- His sword, the Mugenjin, can power up throughout the fight simply by dealing sword damage to the opponent. 
- This will affect his damage dampener, increase chip damage, and increase his overall damage output. 
- The sword's "power level" resets when a hyper move is used.

Limit Break notes:
- When activated, his health will refill to max and he will have infinite power and kenki level.
- However, his health will rapidly decrease over time until he is defeated or the match is over.
- In this mode, Shishio will have a very high defense (maybe armor??) and he can deal increased damage, higher chip damage, and no damage dampener.

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #22 on: May 22, 2014, 01:41:32 AM »
Oh, yeah, Shishio's sword, I remember it was crafted by same master swordsmith that made Kenshin's double-edged sword. Mugenjin was self-sharpening and had small pores in it, that allowed to store blood and fat from it's victims, which enabled fire moves. Pretty sophisticated weapon it was.
I don't remember much as I watched anime long ago, would it be out of place to give him special move that constantly draining powerbar, but makes sword enflamed(something like Silver Samurai had in X-Men:COTA)?
Also digging Observe move, thats great way to make use of Shishio's ability to counter any move he already seen :thumbsup:
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Offline Aoshi24

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #23 on: May 22, 2014, 04:29:39 PM »
That's a good idea.  I can certainly add a special move that temporarily powers up his sword with flames. It can temporarily boost chip damage or something.

Observe will most likely be my most favorite move to code next to Sano pickin up the zanbato.  Too bad I can probably only get it to work perfectly in the full-game since there are millions of special moves from other characters in the MUGEN universe. lol

I may take a list of frequently played characters in MUGEN so I can add it to Shishio's coding. I'm not sure yet.

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #24 on: May 23, 2014, 02:10:19 AM »
No, not cheap damage, remember how Lee Rekka's specials are causing burn state in Last Blade games or Captain Commando's/Jin's heavy punch in MvC? You can make every normal and special hit with sword cause burning state during that "mode". Some variation of ground strike with sword(maybe vertical), which will make some sparks to ignite sword would be nice animation for it. That's what I was thinking.
I don't really know how coding in mugen works, from general coding logic I'd suggest something like this for Observe:
if input was <common special>(like HCF+punch) and it triggers different move then regular punch motion and it doesn't consume powerbar 1/2/3 level(s) at once then execute Observe move.
And that if-then sequence for each common combination.  Don't know if it's possible in mugen at all, sorry.
« Last Edit: May 23, 2014, 02:44:17 AM by ExeLord »
What consumer society is?

"Where greyness prevails, the black always take the power." (c) "Its Hard to be God" - brothers Strugatskie.

Offline Aoshi24

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #25 on: May 25, 2014, 11:31:21 AM »
Oh I gotcha. Yes flame effects will be implemented. The effects are not in alpha state right now since the new sprites are not done yet. But it will be there.

As for the input-reading code, I think it might be possible but not practical. If I code it that way, then the observe move will not work against AI opponents since they dont use commands like human players. The best way to trigger this move is using state numbers and opponent names.

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #26 on: June 03, 2014, 05:31:18 AM »
Why opponent names?
If I remember correctly, then Warusaki's Black Polnareff (J.P.Polnareff posessed by the Anubis Sword) has got a similar special move, where he first do a counter special, and if that counter special connects, then B.Polnareff actually REMEMBERS that move, and then can automaitcally counter the same move by just pressing an attack button during his guard state.
Or maybe I've just understood you wrong...

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #27 on: June 07, 2014, 12:13:17 PM »
Interesting... I definitely have to check that character's coding to see if there is a more efficient way. Thanks for the heads up!

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #28 on: June 10, 2014, 01:04:13 AM »
Here is another look at the alpha version of Shishio Makoto. Sprites are still being remade as we speak.


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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #29 on: June 13, 2014, 05:10:53 PM »
Great news to all Jinei fans!  A fan by the name of Karasu Arejandro wanted to contribute to the project and so now I found a great spriter for Jinei.  Here is a sample.



At the moment, he is working on basic sprites like idle, movement, and get-hits.  There is no time line as of now since I am still busy with Shinsen Saito and Shishio.  Although, there is a chance that I will work on Jinei before Misao in the future. Let me know what you think. Thanks!
« Last Edit: June 28, 2014, 01:08:38 PM by Aoshi24 »

Offline Aoshi24

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #30 on: October 14, 2014, 11:21:33 AM »
Hey all, I know it's been awhile since my last update. Now that I'm back here are a couple of gameplay videos for Shishio beta version. 





The 2nd video shows his "Observe & Learn" special. Like in the manga, he can learn any opponent's attacks and if successful, he can easily counter them during guard states.  A maximum of 5 moves can be "learned".  This move is similar to Black Polnareff's Anubis Memory move in Jojo's Bizarre Adv game.

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #31 on: December 22, 2014, 12:41:07 AM »
Here is the latest update video on Shishio Makoto:



What's left?
- 2 more basic attacks
- 8 levels of AI
- "Limit Break" Mode/ Boss Mode
- Sprite refining

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #32 on: August 03, 2015, 07:04:52 AM »
Check out the latest Udo Jinei Alpha preview! At the moment, he has 5 normal attacks, his backpass attack (featured in his epic fight against Kenshin), his Shin No Ippo variations, and all his hurt animations. Enjoy!

Note that he has 3 variations of the Shin No Ippo special.
  • Weak version drains opponent's kenki,
  • medium drains power (if opponent has lower kenki), and
  • heavy freezes the opponent (if opponent has lower kenki).



Next on the list are the rest of his normal attacks, specials, and his Shin No Ippo hyper (which will drain opponents health over time).
« Last Edit: August 03, 2015, 09:06:39 AM by Aoshi24 »

Offline animaraz

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Re: Rurouni Kenshin: Soul And Sword Game Project
« Reply #33 on: August 03, 2015, 08:49:00 PM »
Very good!!! ¡Bravo!

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