Thursday, December 8, 2022

Pokémon Dream World


The Dream World was a feature that was available during Generation V of Pokémon (Black, White, Black 2 & White 2). It featured a lot of SWF assets. Players could send one of their Pokémon into the Dream World and play various Mini Games.


Download Pelipper Mini Game

Download Dream World OST

Monday, December 5, 2022

Maddaneen







 


Maddaneen is a witch who appeared in an old comic series of mine. She had so many design inconsistencies! She was likely inspired by Madeline (from Ludwig Bemelmans). In 2017, I later decided to draw inspiration from Mahou Tsukai Sally, so she uses magic either by winking or swinging her arms. Her magical winks can lift light objects.

 

Maddaneen's other appearances, up to 2022 include:

Maximum Combat Kids, as a playable character

Youth Destroyers: Infight Kids' Revenge and Hyper Infight Kids: The Complete Tournament, as a Judgement Girl (as with Street Fighter III, a Judgement occurs when both players get a Time Over with the same amount of health left as each other)

Diaper Enforcers, in Candra's Ending

Diaper Enforcers 2022 (later renamed to "Diaper Enforcers Deluxe"), as a playable character

Tuesday, November 22, 2022

Richman 11 Assets


 

A Chinese Monopoly-type board game featuring several different characters and stages. The game also has grammatical errors in English.

 

Download

Monday, August 15, 2022

Yoni Merch

 

Thursday, May 5, 2022

Workshop

 

An average day at a workshop. The program I use to create 3D models is Anim8or.

Tuesday, May 3, 2022

Sax-Gals

 

 

 



Inspired by Skullgirls, Sax-Gals was going to be a MUGEN project that plays like the Marvel vs. Capcom games. The "-" in the title is pronounced "dash". I  was developing this game alongside the first Infight Kids game. Sax-Gals would have been the 1st appearance of 3 of the Skampfer Squad members, and Senka the Ghost who eventually appeared in Eternal Ghost Town. Oken previously appeared in the ending of Emma's older sister Elaine in the second Infight Kids game.

 

By the time that I started producing this game, I already had Isabell worked on for the Infight Kids series. Shinobi, a character I used in a previous MUGEN game, Cosmi vs. eGames  was used as a placeholder. I had each character's emblem designed for the  game.







1. Characters

Diane
The leader of the hunters.

Design and Gameplay inspirations

Kikimora (Puyo Puyo Sun), Phoenix (Marvel vs. Capcom 3), Arthur (Ghosts 'n Goblins), Jin (Marvel vs. Capcom)

Emma
French schoolgirl looking out for her older sister.

"Can I have a cupcake?"

Design and Gameplay inspirations

Chloe (Madeline), Morrigan, Roll (Marvel vs. Capcom), Blupi / Eggbert, Skate (Streets of Rage 2)

Isabell
A human-shaped robot built by Mayo and Zep that attacks with her carnivorous dress.

Design and Gameplay inspirations

Bishamon, Anakaris (Darkstalkers), Princess Morbucks (Powerpuff Girls)

IceChick
The Ice Samurai.

"All you scrawny mindless dweebs are going down!"

Design and Gameplay inspirations

Icepick (Double Dragon cartoon), Strider Hiryu (Marvel vs. Capcom)

Popsickull
She once lived a happy life, but due to an accident and surgery she became a speechless killing machine.

Design and Gameplay inspirations

Lalaloopsy, Black/White Kyurem (Pokémon Black 2 and White 2), Juggernaut (Marvel Super Heroes)

Oken
Rhodney Thomson is a member of the Skampfer Squad who also joined the hunters.

Design and Gameplay inspirations

Cheetah (Justice League Task Force (Genesis)), Sabrewulf (Killer Instinct),  Bishamon, Felicia (Darkstalkers), Solid Snake (Super Smash Bros. Brawl), Werehog (Sonic Unleashed), Pikachu (Super Smash Bros.), Charlie (X-Men vs. Street Fighter), Fox, Mr. Game & Watch (Super Smash Bros. Melee)

Julia
The insect girl, secretly equipped with an illuminator.

Design and Gameplay inspirations

Q-Bee (Vampire Savior), Baxter Stockman (Teenage Mutant Ninja Turtles: Turtles in Time)

Bennie
An abandoned soldier that randomly mimics other characters' normal moves and special moves.

Design and Gameplay inspirations

Doraemon, Benny Bull (Dora the Explorer), Mokujin (Tekken 3)

1a. Extra Characters
with Gameplay concepts to come

Senka
The half-dead ghost girl, capable of teleporting.

Design and Gameplay inspirations

Yu & Rei (Puyo Puyo Fever), Socks the Cat, Onnanoko (Wrecking Crew '98), Casper the Friendly Ghost, Raiden (Mortal Kombat II)

KneelSin
Description

Design and Gameplay inspirations

Atelier
One of Diane's best friends. A servant of the Divine Fish.

Design and Gameplay inspirations

Maria Takayama

Lopi
Leader of the Skapmfer Squad.

Design and Gameplay inspirations

Rash (Battletoads), Yoshi (Super Mario World)

Zado
A shape-shifting Zombie.

Design and Gameplay inspirations

Pimple (Battletoads)

Zila
This little girl has a crush on Oken, given how she likes cats.

Design and Gameplay inspirations

Love*Machine
Created by several geniuses.

Design and Gameplay inspirations

Iron Man and War Machine (Marvel Super Heroes, Marvel vs. Capcom), Rogue (X-Men vs. Street Fighter), Penelope Pitstop (Wacky Races, Perils of Penelope Pitstop), Sorceress (Dragon's Crown), Marvelous Melmo, Wonder Pink (Ther Wonderful 101)


2. Bosses

Elaine (Emma's story only)
Emma's older sister who got posessed by the Sax-Gals.

Design and Gameplay inspirations

Jessica Rabbit (Who framed Roger Rabbit?), Dark Queen (Battletoads)

Metal Oken (Oken's story only)
The robotic version of Oken was created by Selena, leader of the Kotten League.

Design and Gameplay inspirations

Silver Sonic (Sonic the Hedgehog 2)

Bland-X

Design and Gameplay inspirations

Huitzil (Darkstalkers)

Parijono
(parijono means Crocodile in Finnish)

Design and Gameplay inspirations

Gunstar Green (Gunstar Heroes), Vergil (Ultimate Marvel vs. Capcom 3), Shao Kahn (Mortal Kombat 3)

Tetralogy
The Sax-Gals were a 4-girl band.

Red: Magneto
Pink: Storm
Orange: Sentinel
Yellow: Strider-Doom

Design and Gameplay inspirations

Magneto, Storm, Sentinel, Strider Hiryu, Dr. Doom (Marvel vs. Capcom 2), Decap Attack

Cosmic Seethe

 

In 2012, I started working on a beat 'em up inspired by a fan game named Ögonbryn, which was created by TatsuSoft. It was going to be a crossover where characters from various franchises meet each other. However, the game was never finished and was ultimately cancelled.


3 years later, I reworked this game's engine into Skampfer Squad, a Battletoads clone. Grabs, blitz attacks and additional aerial attacks were added. Invincibility after wakeup like in the Streets of Rage games was also added. It was also my very first time making use of sprite origins and having the characters change their image_xscale value in order to face left or right. Nowadays, I consider Cosmic Seethe as an engine. Some of the code I used for this engine (mostly the lifebar code) would later be used for a mini game in Hisoka The Babysitter!, Ultra Hisoka.


A prototype of this game can be found in my Game Maker Archive.








Franchise Overview

Dr. Lunatic: Dr. Lunatic stars Bouapha, a bald guy who throws hammers, collecting brains necessary to clear each level. The titular maniac (Dr. Lunatic himself) steals zombie brains and turns into a zombie himself.

Madou Monogatari: This series consisted of first-person dungeon crawlers where the player takes the role of Arle Nadja. Unlike most RPG's, some statistics are displayed differently and not by digits. Arle's facial expression signifies how much health she has. Experience is shown by jewels which form into various shapes when leveling up. Madou Monogatari also saw a spinoff series titled Puyo Puyo, a puzzle game in the vein of Tetris and Dr. Mario. This game was also the basis for Dr. Robotnik's Mean Bean Machine and Kirby's Ghost Trap / Avalanche.

Blupi: Blupi is a yellow egg-shaped species created by EPSITEC or Daniel Roux in 1979 (judging from their history page). But actually, it appears Blupi was created as early as 1974. He appears in a few action-packed and educational titles. Some of his first games were created for the Smaky (short for Smart Keyboard). These games would later be ported to the DOS, most notably Blupimania (it was even hosted somewhere a year before its 3D sequel came out). Unfortunately, the other DOS Blupi Games were all but impossible to find (until blupi.org was created in 2017). Blupi is probably best known for his appearance in Speedy Blupi. It was marketed by eGames as Speedy Eggbert and since then the game has been featured on their website.

Blupi quote: "The instruction list allows you to view a basic program!"


Codes


Left Right Down Right Up Right Tab+Space

Ctrl+1/2 to change any character

01 Bouapha
02 Arle
03 Blupi
04 Alex Kidd / Stella
05 Galsia
06 Donovan
07 Freddy
08 Bonehead
09 Happy Stickman
10 Mumble
11 Slum
12 Roll
13 Onnanoko

Sunday, May 1, 2022

Candra Minsky Plush 1st Anniversary

 

Today is the 1st Anniversary of my Candra Minsky plush! It now has been a year since I received the plush.


Saturday, April 30, 2022

Plush Collection (22/04/30)

 Here are all the plushies I purchased in 2017 onward!












I have some issues with the hair on the Girlfriend plush I purchased, though. I can't quite make it appear as it does on a stock photo for it.

Friday, April 29, 2022

Yoni Art Archive (2015-2021)

 

Here is art I made over the course of 2015-2021, starring Hisoka, Candra, Yonita, among my other characters.

 

Download

Fujiko F. Fujio Characters Daishuugou! SF Dotabata Party!! - All Nakama Cards/Friend Cards

 

Here are all the character cards in the Fujiko F. Fujio party game.

Download Images

Doraemon Cards

01. Nobita
Grants an extra dice to roll.
Can be assisted by Shizuka, Dorami, Sewashi, Piisuke, Peko and Miyoko.
Can be countered by Gian, Nobita's Mom, Nobita's Dad, Sensei, Kaminari-san and Jaiko.

02. Shizuka
Sends the user to a Friend Card space.
Can be assisted by Dekisugi-kun, Shizuka's Mom and Riruru.

03. Suneo
Gives the user an item.
Can be assisted by Suneo's mom.
Can be countered by Gian, Sensei and Kaminari-san.

04. Gian
Challenges the targeted player to a battle.
Can be countered by Sensei, Kaminari-san and Gian's Mom.

05. Nobita's Dad
Gives the user 2 tries at rolling a dice.

06. Nobita's Mom
Gives the user 10-30 F Points.

07. Dorami
Gives the user an item.

08. Sewashi
Moves the user by 1 space.

09. Dekisugi-kun
Moves the user by 10 spaces.

10. Sensei
Gives the user 2 tries at rolling a dice.

11. Kaminari-san
Gives the user 2 tries at rolling a dice.

12. Jaiko
Moves the user by 4 spaces.

13. Shizuka's Mom
Gives the user 10-30 F Points.

14. Suneo's Mom
Gives the user a discount on Friend Card prices.
Can be assisted by Suneo.

15. Gian's Mom
Gives the user 10-30 F Points.

16. Piisuke
Sends the user to an Event space.

17. Peko
Sends the user to an Event space.

18. Miyoko
Sends the user to an Event space.

19. Riruru
Sends the user to a Friend Card space.

20. Pao Pao
Moves the user by 6 spaces.

Perman Cards

21. Booby
Grants an extra dice to roll.
Can be assisted by Perko and Peryan.
Can be countered by Badman.

22. Perko
Sends the user to a Friend Card space.
Can be assisted by Booby and Peryan.
Can be countered by Badman.

23. Peryan
Gives the user a discount on Friend Card prices.
Can be countered by Badman.

24. Birdman
Gives the user an item.

25. Mitsuo
Moves the user by 2 spaces.
Can be countered by Ganko, Kabao and Sabu.

26. Ganko
Takes away half of a targeted player's F Points.

27. Kabao
Challenges the targeted player to a battle.

28. Sabu
Takes away half of a targeted player's F Points.

29. Madosaien
Lets the user trade a card with one of the target's cards.
Can be countered by Booby and Perko.

Kiteretsu Daihyakka Cards

30. Kiteretsu
Grants an extra dice to roll.
Can be assisted by Miyo-chan, Benzou-san and Kiteretsu-sai.
Can be countered by Tongari and Buta Gorilla.

31. Miyo-chan
Sends the user to a Friend Card space.

32. Tongari
Moves the user by 5 spaces.

33. Buta Gorilla
Challenges the targeted player to a battle.

34. Benzou-san
Moves the user by 3 spaces.

35. Kiteretsu-sai
Gives the user an item.

Esper Mami Cards

36. Takahata-san
Gives the user an item.
Can be countered by Konpoco.

37. Konpoco
Moves the user by 8 spaces.

38. Mami's Dad
Gives the user 2 tries at rolling a dice.

39. Mami's Mom
Gives the user 10-30 F Points.

Chinpui Cards

40. Eri-chan
Grants an extra dice to roll.
Can be countered by Darusa.

41. Wandayuu
Gives the user an item.

42. Uchiki-kun
Moves the user by 9 spaces.

43. Darusa
Challenges the targeted player to a battle.

21 Emon Cards

44. Monga
Sends the user to an Event space.
Can be countered by Gonsuke.

45. Gonsuke
Grants an extra dice to roll.
Can be assisted by Onabe.
Can be countered by Monga.

46. Onabe
Gives the user 2 tries at rolling a dice.

47. Luna
Gives the user a discount on Friend Card prices.

Misc. Cards

48. Mojacko
Grants an extra dice to roll.
Can be assisted by Donmo and Sorao.
Can be countered by Otto.

49. Donmo
Sends the user to an Event space.
Can be countered by Otto.

50. Sorao
Sends the user to an Event space.
Can be assisted by Mojacko.
Can be countered by Otto.

51. Otto
Lets the user trade a card with one of the target's cards.
Can be countered by Mojacko.

52. Takopetti
Sends the user to an event space.

53. Pokonyan
Grants an extra dice to roll.

54. Namihirabon
Grants an extra dice to roll.
Can be assisted by Yumiko.
Can be countered by Reem.

55. Reem
Gives the user an item.
Can be assisted by Buyoyon.

56. Yumiko
Sends the user to a Friend Card space.

57. Buyoyon
Sends the user to an Event space.

58. Denka
Grants an extra dice to roll.
Can be assisted by Ou-sama and Okisaki-sama,

59. Ou-sama
Gives the user 2 tries at rolling a dice.

60. Okisaki-sama
Gives the user 10-30 F points.

61. Benishoga
Challenges the targeted player to a battle.

62. Mokkoro
Grants an extra dice to roll.

63. Bakeru
Grants an extra dice to roll.
Can be assisted by Toron.

64. Yumeyo
Sends the user to a Friend Card space.

65. Toron
Moves the user by 7 spaces.

66. Baubau
Grants an extra dice to roll.
Can be assisted by Miumiu.

67. Miumiu
Sends the user to a Friend Card space.
Can be assisted by Baubau.

Notes

Each player can only hold up to 16 cards.

Completing a card combo grants you a Dotabata Badge.

Dotabata Badge lets you steal 2-4 selected cards from another player.

At the card shop, the 1st card costs 10 F points.

But if you stop at the shop space, the 1st card will cost only 5 F points.

Frida, Mascot of Stupid Pervert

 

Frida was once set to appear in a collection in 2012, but said collection was never finished. It wasn't until 2015 that I would create finished games on a regular basis.


Upon further look at my old files, it turns out that apparently, the link to an old compilation of mine is still up.

Thursday, April 28, 2022

Development Journal: Diaper Enforcers

 Having been humiliated in the Infight Kids series, Marcella finds a new home with the Diaper Enforcers. Small girls "sumo" wrestle for prize money. It is quite a ridiculous concept if you ask me. This game's spectator mode would make for a nice screen saver.

Aside from Roll, Marcella, Candra and Ina, all the characters in the roster were created for this game. Ina was going to appear in an RPG Maker 2003 project that never took off. Candra was added to the roster in Revision 2.1.

Diaper Enforcers was kinda my first step into creating a fighting game (excluding my pre-2015 experiments) using Game Maker. The gameplay however, was based on the sumo wrestling game series Tsuppari Oozumou, which didn't feature jumping, crouching or blocking. The game was my very first time implementing a custom high score table, and using scripts to make character animations. One person seemed to think that I used MUGEN to create this game. I surely would like to make a sequel.

Wednesday, April 27, 2022

Development Journal: Infight Kids

 Design and development on the first Infight Kids started in July of 2013, and was released on March 12, 2014, one year after Darkstalkers Resurrection. The series was heavily influenced by Darkstalkers. I would follow a routine where I would add 2 characters per month, except for October, January and February. Unlike Combat Kids, all of my OC's used 3D Models constructed in Anim8or to create the sprites. The portraits were traced in Paint.NET.

The first game's story was that 5 Infight Kids heroes (Earl, Panther, Lumini, Vincent and Harumi) took on 5 Infight kids villains (Geme, Isabell, Konsuner, Dissagea and Tier Happy). The strongest Infight Kid would then fight with the two bosses, Trent and Bullion. The final boss came from an old Game Maker game I made called Plot Wor, and was inspired by Gill from the Street Fighter III series. Bullion was immune to projectiles. Dissagea is named after a misspelling of "Disgaea".

During the game's development, I copied the frame data for MvC1 Roll and DS1 Bishamon to be used for Panther and Isabell. CE Boxer's frame data was used for reference when making Dissagea's animations. I included my own Win Quote code, so that both characters appear in the Win Quote screen like in DS1. It also displays how many matches won in a row. I toyed with the MUGEN executable so that it only prints out % signs on the log file! I originally planned to make all the characters have command throws.

Sax-Gals was a game I was going to develop. I had a lot of ideas planned, but not much progress on that game was made. It was planned to feature Isabell from the Infight Kids series, and was being built off of Cosmi vs. eGames, one of my previous works. It would have been the first appearance of Emma (Elaine's younger sister), the Skampfer Squad characters (Lopi, Oken, Zado and Zila) and Senka, a ghost who would be the protagonist of Eternal Ghost Town. My goal was to make the game feel like X-Men vs. Street Fighter, one of the best games in the Marvel vs. Capcom series in my opinion.

According to the revsion_log.txt file I made for Infight Kids 1, the order went as follows:

September 2013: Earl and Panther
October   2013: Geme
November  2013: Isabell and Lumini
December  2013: Vincent and Konsuner
January   2014: Dissagea, Tier Happy, Harumi and Trent
February  2014: Bullion
March     2014: Character endings

The next game in the series, Youth Destroyers: Infight Kids' Revenge removed all but Earl and Geme, and had its gameplay based on the Street Fighter III series. Earl and Geme were much more floaty, and even had a few of their special moves removed. The Youth Destroyers were grown people who specialized in getting rid of the Infight Kids. This time, Earl, Geme, Robin and another Panther were up against Elaine and Hag Man. Strange that I made Oken appear in Elaine's ending. This sequel was made in about less than 8 weeks.

The third game in the series was called Youth Salvation: Master of the Infight Kids, or Infight Kids 3: Gazmend's Ambition. Several characters from IK1 were brought back (excluding Panther, Vicnent, Dissagea and Tier Happy). One of the new characters were Atelier (named after the company Atelier Double), a nun who can Shang Tsung morph into some of the other characters, even characters exclusive to previous entries in the series. She could store up to two different character slots: Punch buttons write a new morph, and Kick buttons use a previous morph. If Atelier can't morph into the character she's fighting, then she morphs into a randomly chosen character. Anyways, I'm getting off track.. the other new characters were P.M., a mosquito with Sagat's Tigers and Uppercut who can float depending on the fighting style he's using, and Gazmend, a maniac with a bland moveset who's one of the people responsible for making Infight Kids a thing. Lesloli Model A and I make their first playable appearance. Marcella was also ported to Infight Kids 3, and was as proud of showing her diaper beneath her skirt as she was before.

I find it funny that one of Harumi's special moves became a super, and one of her supers became a regular special move.

IK3 featured an FX select feature at the start of each match, much like Street Fighter Alpha 3's ISMs. Except you can change the FX you use at the start of every match.  X-FX was based on Street Fighter II, granted veterans CPS-1 chains, made characters do more damage and gave them the ability to juggle with their Jumping Medium Punch like New Ryu and New Dictator. Characters can't air block in X-FX. N-FX is the Darkstalkers ISM where characters can chain multiple normals in one combo. It really helps characters like Geme as some characters can only use their command throws under this FX. Unlike IK1, N-FX chains have damage scaling applied to them and characters can't chain more than one different ground normal into a special move. There's also no super pause under N-FX. V-FX is based on Street Fighter Alpha 3's V-ISM. Characters can activate custom combos where their attack animation speeds up like in SFA2, while still being free to move like in SFA3, but the attacks do less damage. Characters can't throw during custom combos in the IK series. S-FX is supposedly like the SNK fighting games, except I've never played a single SNK fighting game until November of 2015, long after the Infight Kids games were developed. Capcom vs. SNK 2 was kinda being used for reference in regards to S-FX. Some characters can run in S-FX. It also grants characters the ability to perform Guard Cancels where they can cancel block stun into a specific special move at the cost of some of their super meter.

Later in 2014, Hyper Infight Kids was made, which combined the character rosters, added new moves to a few characters like IK3 Lumini, added a few more characters including Roll, Dark Star, Nevada and two more Lesloli Models. The previous PC I had broke down in early September of 2014. I decided to install both Windows 7 and Windows XP on the next PC I received. Candra Minsky was also added to revisions released in 2016 onward. X-FX can only store 1 meter now. The characters exclusive to HIK (except Roll) have access to 4 more FX's by holding Start. P-FX is the Street Fighter III ism where characters can parry, perform leaping overheads, EX special moves and cancel special moves into super moves. F-FX is the Street Fighter IV ism where characters can perform focus attacks and super cancel special moves. G-FX is based on Garou: Mark of the Wolves where characters can Just Defend, perform awkward short hops and feint cancel. One of the MUGEN characters I downloaded was used as a reference for G-FX. M-FX was based on the SNES TMNT: Tournament Fighters, where characters do more damage like with X-FX, only one super can be performed with MP+HK, and supers have no super pause like in N-FX. Lesloli C and H can still back dash under M-FX.

I wasn't really too happy with adding Tanbo to Infight Kids 3, so he was excluded from Hyper Infight Kids. His sister, Carmen was going to replace him, and even had a color palette complete for her, but I wasn't as willing to trace several renders at the time. IK2 Panther's stage plays a different theme because I felt the one I used in IK2 wasn't fitting. HIK also featured different language settings, some of which affect what characters are available. So you could have only boys in the game, or girls in the game, for example.

The Lesloli line of sex-ed robots in the shape of little girls is worth mentioning. They can withdraw gadgets from their pockets a la Doraemon. Their throw involves them setting girls on the ground, laying on their stomach so the Leslolis can lick their butts and apply a drop of Fap Oil to enhance the sexual value! The IK1 characters' reaction animations to the Leslolis were created 2 days prior to the game's release. Robin and Lesloli Model A were actually being worked on during Infight Kids 1's development. Lesloli Model A made her first appearance as a secret judge in Youth Destroyers, if both players get a Time Over with the same health outside of Mirror Matches. Model C was in Model A and I's intro and ending, but was added as her own character in Hyper Infight Kids, as well as Model H who is one of the very few characters who can cancel their sweeps. The Lelsoli models' alphabet was never completed.

Infight Kids was certainly a step up from Combat Kids. For one, the whole series was made in MUGEN 1.0 rather than WinMUGEN, so the game wouldn't crash as often on Windows XP. The character sprites were more consistent with each other. A fighting game engine in Game Maker would be difficult to create, but it can be handled.

Tuesday, April 26, 2022

Development Journal: Combat Kids

 (Not to be confused with Infight Kids)

Ah, Combat Kids... it's been such a long time. They were early attempts at full M.U.G.E.N games before knowing about MUGEN 1.0 at the time (August 2010). The series starred Fred Tabisto and Joe Camasto, two of my earliest MUGEN OC's. They were fairly nerfed from their original 2007 counterparts. The story, which isn't much of one to begin with, is that a few kids have been selected to compete at a tournament.

A few of the female characters consisted of characters taken from screenshots that were tediously edited to have their backgrounds removed. All of them were given names that I made up. All of the female OC's, as well as Moses used 3D models which completely clash with the character sprites drawn in MS Paint, Adobe Illustrator and Paint.NET. Since the Infight Kids series, I started to use 3D models for all boys in addition to girls.

The series started off with Fred, Joe, Carla, Mila, Bladezor (based on the Pokémon Gallade), Chikorita and Witch Vap. The latter four characters were removed in Combat Kids 2, and Suwaro, Suzy Jill, Pichu and Roll were added. However, Roll could only be selected through Random Select. Combat Kids 2: Special Edition saw quite an improvement in the character balance in May of 2011, although it used the CK1 versions of some characters as a base due to an accidental hard drive format. CK2SE brought back Mila, made it so Roll can be chosen without Random Select and debuted the diaper-wearing girl known as Marcella, inspired by a background character from a Hanna Barbera cartoon. Fred finally came in more than one color palette. Like all characters who make their first appearance in the Combat Kids series, Marcella was a pain to fight against, gaining invincibility frames whenever she dashes through projectiles.

Super Combat Kids 2: The New Overhaul was quite a shift in the play style in 2012, going for more Street Fighter II-like gameplay than the Marvel vs. Capcom gameplay that the previous games were using, without the tag team patched onto the characters. All characters had the same defense, and they could no longer air block, dash or use supers. Carla, Joe, Mila and Pichu were removed. It marked the debut of Claudia (Toy Form, who previously appeared in Joe's ending), Tanbo and Madison. Sadly, I don't have the original model for Toy Claudia, so I had to re-create it from scratch, with hands that look inferior. I wanted to keep Joe in the roster, but I had a hard time converting his sprites to Shared Palette format, so he was excluded. Marcella's diaper could be infinitely juggled when she was tripped, and Fred was given a new win pose where he makes a peace sign. In Super Combat Kids 2 XD, only Fred, Suwaro, Tanbo and Madison survived the character roster. Much like Super Street Fighter II Turbo, all characters were forced to be unable to wear their regular costume colors. Although supers were brought back, some attacks were generally made slower and worse than their SCK2 counterparts.

Maximum Combat Kids was created as a version that includes all versions of the playable characters, much like Hyper Street Fighter II: The Anniversary Edition. Two exclusive characters were added: Maddaneen, a magical girl and Moses, the true antagonist of the Combat Kids. Both later appear in Candra's ending in Diaper Enforcers. Some of the CK1 versions of the characters received a few nerfs. Because I don't have the source material to regular Combat Kids 2, I had to manually re-capture Carla's sprites that were exclusive to CK2.

Most of the characters started off stupidly (and annoyingly) powerful (namely CK2 Suwaro and CK2 Suzy Jill) before they were toned down in later Combat Kids games. Character balance got better in some ways, but worse in other ways. For one, Fred's 0-frame startup super was fixed, and Joe could no longer use his pet Getito as an attack. On the other hand, some girls became drastically weaker to the degree of no longer being viable.

All of the Combat Kids games were made in WinMUGEN and as such, one might expect constant music issues and frequent random crashes. I would have liked to port all the games to MUGEN 1.0, but that would require some modifications that wouldn't be worth the hassle. Overall, I felt that the Infight Kids series have fared better, but I've gotten bored of those games as well.

Monday, April 25, 2022

Development Journal: Candra

 In early 2014, I was going to create a Ninja Gaiden clone called Kunoyakyuu, where you play as a girl who wields a Baseball bat. Her name was Hisoka Hosokawa. I actually wrote a dialogue script for the game that was almost complete. The prototype was included as an unlockable mini-game in the sequel to Candra. Some of the code from this unfinished game was later used to create Candra.

On June 28, 2015, I designed a character I wish I had designed during the first few years of YouTube (or at least before the Wii was discontinued), who I named "Candra" after a goddess, and also as a play on the title of the video game, Contra. She recycles Zila's 3D Model used in Skampfer Squad, Marcella's hair bow, Harumi's eyes from the Infight Kids series, and the hairstyle from an earlier design for Claudia Camasto before I changed it to differentiate her hair from Candra's hair. I can't deny that her design was partially inspired by Paula from Earthbound, Shizuka from Doraemon, and Amy Rose's design from Sonic Adventure. It was the 30th anniversary of the American Nintendo Entertainment System. Candra would go on to become THE mascot of future games I would create, making many cameo appearances. Her last name was coined on 09/11/15.

I wanted more platformers where you play as a little girl. One of the very few games I know of that fit that bill was Fushigi no Yume no Alice for the PC Engine, but its physics weren't that great and its difficulty ramps up early in the game. Earlier in 2015, I checked out the Bucky O'Hare game for the NES, which inspired a few of the stages in Candra. To those of you who are tried of females getting kidnapped, the other way around happens in this game. Candra's brother gets kidnapped by a vampire (Ghosts 'n Goblins style) who wants him to meet his wife for some reason. Miracle Girls for the Super Famicom became one of my favorite platformers, simply because of its theme and the 4th stage's music.

Unlike Mega Man, Candra can duck and aim upwards as well as downwards. However, she can't shoot through walls. Candra is also very fragile, so she goes down in only three hits.

Candra was also the time when I tried to design a decent number of background tiles of my own, especially the ones made for the grass-themed stages. They would often get reused in later games that I create. Scenery is among the aspects I have the most difficult time designing, because I have terrible depth perception, or should I say sense of depth, and attention to detail. I don't remember how I came up with the bells that, when you shoot them, they produce ring platforms of varying speeds and change color.

I feel that the difficulty in Candra is kinda lopsided. Stages 3 and 4 in particular feel more challenging than Stage 6 because those stages feature more tricky platforming. I sorta wanted to fool players into thinking that the game would be too easy.

Inspired enemies include a bird that chases you like the one from Ninja Gaiden, Star Angels who don't despawn, float up and down and fire projectiles with random trajectory every half second like one of the flying enemies from Holy Diver, and a Frog Turret like the one from Doraemon 4 (SFC). And I had the nerve to include the Giant Terminator boss from Contra III as one of the final boss' phases... I liked how its body animated, though.

To this day, I'm not sure if I want to keep the limit of only three continues (same as Skampfer Squad). Like in my previous game, Candra has a few cheat codes that can be entered at the title screen, including a code that makes you die in one hit. Try randomly pressing directions, Z and X keys, and see/hear what happens! There are three extra playable characters, each with their own endings. Alice from FYA, Doropie from Magical Doropie and Asha from Monster World IV can be chosen at the title screen. One of the endings has a complete list of enemy names!

Candra was released on the day I first legitimately beat the game, on September 22, 2015. I hope to create more Candra games in the (very) distant future. But the genre might change.

Sunday, April 24, 2022

Development Journal: Skampfer Squad

 Back around March of 2010, I had the idea of creating my own Battletoads clone. I don't remember the exact German words that the word "Skampfer" comes from, though. At that time, I was quite enthusiastic about the Battletoads series, having played the Gameboy exclusive game on an actual cartridge (I think I was using a Gameboy Advance SP), and making it to the final stage. Being unable to make it far in the NES game, which was ported to other systems like the Genesis and Gameboy (with the Ragnarok's World suffix), I wanted to make my own game that would be more 2-player friendly.

On my first attempt at making the game, it was just a simple platform beat 'em up without much in the way of attacks. Only Lopi and Zila were playable, and one of the enemy types was a model I also used in Combat Kids 1. At that time, I was starting to learn how to use Famitracker. I had a few tunes composed for the game, like the character select music and one tune that didn't make the final cut. This version of the game, as well as the Famitracker Project I made for it no longer exist on my external hard drive after I accidentlly formatted it.

Two years later, I created a beat 'em up engine called "Cosmic Seethe". Inspired by Ogonbryn in that it features characters from various video game franchises, a game made by Tatsusoft (now Twinsky Games), the game was going to have 12 stages. Cosmic Seethe was originally intended as a full title, but not much progress was made, and so the game was cancelled, and I now consider it an engine. The engine itself was rather lackluster at the time, as it didn't have grabs or invincibility after you wake up, meaning enemies could repeatedly knock you down.

Fast forward to March 31st, 2015, shortly before the Rare Replay collection was announced. I decided that the Skampfer Squad concept should come to fruition, and so I improved upon the Cosmic Seethe engine quite a bit. Things such as running, grabs, multiple jump attacks and wake up invincibility were added to make the engine more in line with the Streets of Rage series. Enemies are handled differently; instead of each enemy being their own object, I used up to 8 enemy slot objects (same amount of enemies on screen as Arcade Final Fight) in order to make the grab system work well, by letting the game know which object is being grabbed. On April Fools Day that year, I coined the term "Verkeit" (German for Transform and Ability), the mutagen thingy used to transform boys into various creatures, and girls having more grown up proportions. I liked the idea of characters having separate standing and walking animations depending on whether or not there are enemies active. If there are no enemies around, they would be happy, but if there are enemies, they would be mad.

One of the very first stages I got out of the way was the notorious Turbo Tunnel. Based on the American and European NES versions of the stage, I was copying the layout as much as I could, while using graphics from the Genesis version. I personally think that Turbo Tunnel is nowhere near as difficult as Volkmire's Inferno, and that Battlemaniacs' Turbo Tunnel is what the NES Turbo Tunnel should have been, it's much more insane. I never liked the fact that in the home Battletoads games, just because one of the players runs out of lives, the game goes to the continue screen. Or if one of the players dies in a platform stage or obstacle course, the stage restarts even though the other other player hasn't died yet. Which makes me think that the 2-player feature was a very late addition in the original Battletoads' development. Those things don't happen here in Skampfer Squad. The stage doesn't restart until both players die, and the continue screen shows up only after both players lose all their lives, just like in Teenage Mutant Ninja Turtles II and III (NES). And if you run out of lives during boss fights, the bosses tell win quotes to the defeated heroes. Giant Beaver was the first boss implemented (he's essentially the game's Big Blag).

In regards to the other stages, I wanted to have more emphasis on the beat 'em up stages, so there's more of them here. I was thinking about having a Rat Race stage, but it wouldn't work well with the different character physics. I threw in a tribute to the Semi-Fast truck, my favorite Hot Wheels vehicle as a hazard in Stage 5. Because most players were stuck in Turbo Tunnel, I included a mode where you get to practice both obstacle courses. I wasn't really too happy with Stage 7's obstacle course, though, as a few of the checkpoints require strict memorization, and the fireballs seemed harder to dodge when I was testing that stage. So the fireballs in Stage 7 kill you in 3 hits instead of 1 in this game. Spike City was called Vine City, Leaps 'n Terror was called Red Ocean.

As far as characters go, Oken is my personal favorite. He's a fast but very slippery cat! Zado is is your typical large guy who wrecks havoc, and he's horrendous to play through the platform stages with. Zila is the girl in love with Oken that could (in later revisions of this game). The other playable characters actually weren't implemented until the final month of the game's development, so most of the play testing was done with Lopi. Implementation order: Lopi -> Oken -> Zila -> Zado. For some reason, I made Oken's char ID 3 while Zado's char ID is 2, even though Oken was right next to Lopi in one of the concept arts, so I had to incorporate a weird way of changing the character ID values. Mano = T-Bird and Selena = Dark Queen. Speaking of Selena, her appearance in the actual game is quite different from her concept art. She never shows her face until you reach her at the very top of the rotating tower! Scar (originally named Hacker) and K-Kuro were designed on April 21 that year. The Rokurokubi enemy (Dog from Stage 9) was inspired by an enemy from the Kiki KaiKai series, and the Devil Toddlers were clearly based on Geme's model from the Infight Kids series.

The reason the game was written in Game Maker as opposed to Beats of Rage, is because I never really learned how to create games in OpenBOR, and I already had my own beat 'em up engine to work with. I had zero experience creating anything in OpenBOR. Though it would be nice if the game was available on other platforms that OpenBOR was ported to. As to why the HP would refill after taking hits, Battletoads uses a weird HP system where characters have to lose at least a certain number of HP or they'll regain some of their HP back... it's rather hard for me to explain, but fire up an FCEUX emulator, load Battletoads, watch RAM address 51A (P1's HP) and you might see what I mean. Each block of HP represents 8 HP, and a Battletoad had 47 HP.

The game was initially released on June 23, 2015, followed by a few updates in 2016 and 2017.

Here are scans of the concept art I drew on paper:



As you can see, there were a few villains that didn't make it into the game, and several newer villains I designed during development took their place instead. Only Welver had a model created for the game, but it was only used in a very short lived comic series I made. Funny enough, none of the quotes written in the concept art were included in the actual game.

As of now, I've grown tired of playing this game. Therefore, in the 2017 revision, I let players access a Stage Select with Ctrl+L at the main menu, so they can practice later stages (excluding the boss fight with Selena which is treated as a separate stage, just like the final boss fight in Battletoads).



Monday, April 18, 2022

Doraemon Wii with Yoni



Download ISO

Dolphin Emulator


In this Mario Party-type game, each player crosses the board for a given number of times. After the 3rd player reaches the finish space, the game ends. Players can store up to four gadgets.

Unlike most party games, each character has their own special ability. Doraemon obtains random gadgets. Nobita forces all other places to roll a 1 for a few turns. Shizuka temporarily disables other players' ability to use gadgets. Suneo automatically gains a few points. Gian beats up the other players and steals up to 2 of their gadgets each. Dorami can choose how many spaces she wants to move (1-3 spaces) for 2 turns.

Although the gadgets have a variety of effects, a lot of them involve taking points from other players. There's even a gadget where one player swaps locations with another player, and another gadget that sends all players to random spaces. It would have been nice if you could sell the gadgets you didn't want to use.

Mini-games are played by stopping on a mini-game space, or after the last player reaches the finish space after the first or every few laps. The mini-games can get repeated multiple times within a board. 

 
One of the biggest hurdles (at least for me) is figuring out the motion controls in certain mini-games. Especially for two of them that involve the Minidoras, the go-kart mini-game and the Guidance Angel mini-game.

Having been released 2 years after the 2005 anime premiered, 8ing did a fantastic job representing the game. The locales look like they were taken straight out of the 2005 anime, and they look really nice in this game. They actually got Chiaki to provide voice clips for Dorami, unlike FuRyu's movie games where she only has text with no voice clips to accompany them.

Dorami is unlocked after finishing all 6 boards at least once.

One might like to try another party game starring Doraemon (as well as other characters from the same creators), Fujiko F. Fujio Characters Daishuugou! SF Dotabata Party!. Compared to Doraemon Wii, it had only 19 mini-games, didn't use any motion controls, the games ended much faster, and it featured a lot of unlockable details about the various Fujiko F. Fujio franchises. Both games even featured a similar mini-game where the characters fly with a take-copter, or in the case of Fujiko Party, other forms of transportation.

Speaking of both games, I wonder who's the merchant who appears in both Doraemon Wii and Fujiko Party, and what manga he appeared in.

Oh, and this game gets bonus points for including Tsubasa Ito:

 


 You can download a save file with Dorami and all Mini Games unlocked here.


C:\Users\(username)\Documents\Dolphin Emulator\Wii\title\00010000\52454d4a\data

Friday, April 8, 2022

Candra 1 Codes

 Here are the codes for Candra 1! Enter any of these codes at the Title Screen.






Secret Playable Characters

Alice:
Input any of the following codes from Fushigi no Yume no Alice:

9 Lives: Right, Left, Z, Right, Left, Right, X, Up

Continue on same area: Z, Down, Up, Down, Up, X, Z, Space

Max Life: Up, Space, X, Up, Down, Down, Left, Down

Sound Test: Z, Right, X, Right, X, Down, Right, Right

All Magic Books: Right, Left, Left, Z, Space, Up, Z

10 Continues: X, Left, Down, Down, Space, Right, Down, Right

20 Continues: Down, Left, Z, Up, Z, Down, Right, Left

Stage Select: Down, Left, Z, Up, Up, X, Right

Z = II, X = I, Space = Select

Custom Garment Color: Hold Space before enabling any Alice
code.


Doropie (also known as Francesca):


Input any of the following codes from Magical Doropie:

Z, X, Z, X, Right, Left, Down, Down, Up, Up

Show Francesca alias: Hold Space before enabling Doropie code.


Asha:

Sound Test Code: Up, Down, Up, Down, Left, Left, Right, Right


Instant Death Mode Codes:

Type "hard!"

Input Konami Code
(Up,Up,Down,Down,Left,Right,Left,Right,Z,X,Space)

Death Animation Codes:

Bucky O'Hare: Type "bucky"


Hit Sound Codes:

Little Samson: Up, Left, Z, Down

Misc. Codes:

No Checkpoints: Right, Left, Down, Up, X, Z

Friday, March 11, 2022

Doraemon: Nobita's Little Star Wars 2021

 


The 2022 Doraemon movie game, originally slated for release in 2021, lets up to four players play various Mini Games multiple times to advance the game's story.

Unlike most of the previous Doraemon movie games, this game appears to be written in Unity.

 

Download Assets

Friday, February 18, 2022

New Blog!

 


We're still in business! It's just that... I must run a different blog from now on.